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Note, this is the first help topic I've made.
I have a very particular question. What composition should you make lategame vs a heavy turtle Terran on a map like shakuras which isn't very open? Shakuras is a very strong map for mech, and in this match even though I tried to break him a few times via drops and nydus, I was never able to. Instead, I generally just tried to macro up and outexpand him. Unfortunately, once you get to 6 bases on that map, you need to start moving towards him, which just wasn't possible. Maybe it's lategame map imbalance, who knows, that's not exactly the issue I have.
My issue was I couldn't find a unit composition to break his. I simply didn't know what to build! He ended up turtling with mass orbital commands, mass turrets, mass siege tanks, and mass viking. And I mean a ton of vikings, to the point where Broodlords weren't even an option. He would continue massing them even if I wasn't making air. I couldn't touch him, as siege tanks outranged everything on the ground, and vikings outranged everything on the air. Even though I had around 5k/5k, it wouldn't matter what I would make.
I realize I didn't play the best - also, there were a few timings I could have better exploited to punish him. However, assuming that I instead chose a macro route instead of trying to punish him, what else should I have done? His army gets larger and larger when he eventually throws away all his scvs and can mine purely off mules with around 10 orbitals. He simply starves me.
TL;dr: Had a ton of trouble lategame vs a camping Terran who went mass viking/mass siege tank with some thors and BF hellions sprinkled in. Had plenty of cash, plenty of larvae, but didn't know what to make and was eventually starved. What is the ideal unit composition vs this?
Since you can't upload reps on TL.net, I posted it on GR.org, here's the OP I posted there.
This is a lategame ZvT I played where my opponent had opened 15CC, and proceeded to make a few more orbitals without me noticing. I reacted to the 15CC by mass droning and taking multiple bases, thinking I had a bigger lead than before. We've played before and he's opened BF hellion, and I've been experimenting with midgame Roach pushes (not midgame, not even a timing attack, just to fend off any hellions or early pushes).
Long story short, he ends up going a mass orbital strategy and heavy camping, defending with mass turrets, tanks, and vikings, with BF hellions to counter any lings. We end up pretty much splitting the map, with me trying to find ways to crack him open. I'm currently a Grandmaster Zerg rank 149, and this player is a high masters I encountered on ladder. I actually would like suggestions on how I could have handled the lategame better, I think dropping both the 5o'clock main and his 1o'clock main simultaneously could have yielded better results. I realize also I missed a timing when he first took his 6o'clock base, and I'm aware of that. But assuming I don't manage to hit every timing, any suggestions beyond that?
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=222137
Played him a second time, attempting to blind counter him with the advice given in this thread.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=222893
All I can say is BLEHHHHH.
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I think mutas would have done better than corruptors against the vikings because they can deal with the heavy siege tanks and hellions count as well. I also thought that how you attack with your broodlords were a bit wasteful, I think it is better to attack through the main ground rather than trying to break his bases. Most often what I saw was you sending in lots of broods trying to take down his bases along with mass corruptors supports which got shut down by missile turrets and thors.
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After watching your replay I see several things that I believe you could improve upon to help you in this match up.
When I see a terran turtle up and mech, especially on a map like Shakuras, I try to avoid relying on early and mid game roaches for pressure. Although you do successfully drop his main several times to do damage, I believe that spending your gas on roaches to attack a sieged terran is not very cost effective. Instead of spending gas on swarms of roaches, I have much more success spending it on mutalisk.
There are several reasons I believe mutas are better in the mid game, which better prepares you for the late game against terran. 1. having large numbers of mutas can limit the number of seige tanks (which demolish your army if their numbers get to large) 2. the mutas keep him in his base and make it more difficult for him to secure additional bases (while you can secure your own) 3. forces him to build thors and turrets, which continues to lower his siege tank numbers
With this said about your transition into the late game, my advice for you in regard to your late game strategy is not to change the unit composition of your army at all. Instead, I think you should think about how you use your army more effectively.
An example in your game of poor army control and movement is your attack on his bottom expansion around the 31 minute mark. After you destroy the planetary fortress with a few ultras and broodlords, he moves his tanks force to defend the ramp towards his other bases. You then decided to drop three nydus worms and storm his ramp with ultras and roaches, losing 60 supply for a few tanks.
The mech army is EXTREMELY strong in a straight up fight, and you will lose that fight every time. However, your advantage lies in your army's mobility. Instead of putting three nydus networks in an already destroyed base, attack his now vulnerable main and production buildings, attack his front as he pulls back to defend, retreat before he can siege. Don't attack into chokes; don't attack his army straight on.
Other small tactics you could use to help you include infested terran bombs on sieged tanks to cause splash damage or dropping zerglings onto sieged tanks for the same effect.
I believe with a few small changes to your army positioning and movements you will be winning theses games easily. To quickly summarize my advice: don't change your unit composition, instead rely on your mobility to attack the terran where his tanks aren't, and be ready to swarm him when he unsieges.
Good luck with your future games 
p.s. hopefully I don't come across as someone who thinks they understand everything about this (because I don't), just want to throw my opinion out there
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On July 20 2011 16:40 orionboss wrote:After watching your replay I see several things that I believe you could improve upon to help you in this match up. When I see a terran turtle up and mech, especially on a map like Shakuras, I try to avoid relying on early and mid game roaches for pressure. Although you do successfully drop his main several times to do damage, I believe that spending your gas on roaches to attack a sieged terran is not very cost effective. Instead of spending gas on swarms of roaches, I have much more success spending it on mutalisk. There are several reasons I believe mutas are better in the mid game, which better prepares you for the late game against terran. 1. having large numbers of mutas can limit the number of seige tanks (which demolish your army if their numbers get to large) 2. the mutas keep him in his base and make it more difficult for him to secure additional bases (while you can secure your own) 3. forces him to build thors and turrets, which continues to lower his siege tank numbers With this said about your transition into the late game, my advice for you in regard to your late game strategy is not to change the unit composition of your army at all. Instead, I think you should think about how you use your army more effectively. An example in your game of poor army control and movement is your attack on his bottom expansion around the 31 minute mark. After you destroy the planetary fortress with a few ultras and broodlords, he moves his tanks force to defend the ramp towards his other bases. You then decided to drop three nydus worms and storm his ramp with ultras and roaches, losing 60 supply for a few tanks. The mech army is EXTREMELY strong in a straight up fight, and you will lose that fight every time. However, your advantage lies in your army's mobility. Instead of putting three nydus networks in an already destroyed base, attack his now vulnerable main and production buildings, attack his front as he pulls back to defend, retreat before he can siege. Don't attack into chokes; don't attack his army straight on. Other small tactics you could use to help you include infested terran bombs on sieged tanks to cause splash damage or dropping zerglings onto sieged tanks for the same effect. I believe with a few small changes to your army positioning and movements you will be winning theses games easily. To quickly summarize my advice: don't change your unit composition, instead rely on your mobility to attack the terran where his tanks aren't, and be ready to swarm him when he unsieges. Good luck with your future games  p.s. hopefully I don't come across as someone who thinks they understand everything about this (because I don't), just want to throw my opinion out there
You really think muta transition would have been good at that point? I never have any success with muta vs mech, and he built just loads of turrets. I'm talking about 30+. I felt I wouldn't be able to get anywhere with them, and I assume for cost corrupters fair better than mutas, but I'm not sure. He did have thors however which also made me wary. Thors + mass turrets will shut down mutas, I would think, since he did sprinkle them in. Like I said, I'm not sure. But keeping him in his base was never the problem - he never left!
Concerning storming the ramp, they were unsieged and I highly overestimated how good unsieged tanks are. I know their DPS is higher, but I figured with a decent number of roaches they'd be efficient - I was wrong. Also seeing them all clumped made me want to hit them iwth my ultras sooo badly.
I couldn't do Zergling bombs at any point in teh game due to the 40+ vikings going around. .
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On July 20 2011 16:53 FabledIntegral wrote:Show nested quote +On July 20 2011 16:40 orionboss wrote:After watching your replay I see several things that I believe you could improve upon to help you in this match up. When I see a terran turtle up and mech, especially on a map like Shakuras, I try to avoid relying on early and mid game roaches for pressure. Although you do successfully drop his main several times to do damage, I believe that spending your gas on roaches to attack a sieged terran is not very cost effective. Instead of spending gas on swarms of roaches, I have much more success spending it on mutalisk. There are several reasons I believe mutas are better in the mid game, which better prepares you for the late game against terran. 1. having large numbers of mutas can limit the number of seige tanks (which demolish your army if their numbers get to large) 2. the mutas keep him in his base and make it more difficult for him to secure additional bases (while you can secure your own) 3. forces him to build thors and turrets, which continues to lower his siege tank numbers With this said about your transition into the late game, my advice for you in regard to your late game strategy is not to change the unit composition of your army at all. Instead, I think you should think about how you use your army more effectively. An example in your game of poor army control and movement is your attack on his bottom expansion around the 31 minute mark. After you destroy the planetary fortress with a few ultras and broodlords, he moves his tanks force to defend the ramp towards his other bases. You then decided to drop three nydus worms and storm his ramp with ultras and roaches, losing 60 supply for a few tanks. The mech army is EXTREMELY strong in a straight up fight, and you will lose that fight every time. However, your advantage lies in your army's mobility. Instead of putting three nydus networks in an already destroyed base, attack his now vulnerable main and production buildings, attack his front as he pulls back to defend, retreat before he can siege. Don't attack into chokes; don't attack his army straight on. Other small tactics you could use to help you include infested terran bombs on sieged tanks to cause splash damage or dropping zerglings onto sieged tanks for the same effect. I believe with a few small changes to your army positioning and movements you will be winning theses games easily. To quickly summarize my advice: don't change your unit composition, instead rely on your mobility to attack the terran where his tanks aren't, and be ready to swarm him when he unsieges. Good luck with your future games  p.s. hopefully I don't come across as someone who thinks they understand everything about this (because I don't), just want to throw my opinion out there You really think muta transition would have been good at that point? I never have any success with muta vs mech, and he built just loads of turrets. I'm talking about 30+. I felt I wouldn't be able to get anywhere with them, and I assume for cost corrupters fair better than mutas, but I'm not sure. He did have thors however which also made me wary. Thors + mass turrets will shut down mutas, I would think, since he did sprinkle them in. Like I said, I'm not sure. But keeping him in his base was never the problem - he never left! Concerning storming the ramp, they were unsieged and I highly overestimated how good unsieged tanks are. I know their DPS is higher, but I figured with a decent number of roaches they'd be efficient - I was wrong. Also seeing them all clumped made me want to hit them iwth my ultras sooo badly. I couldn't do Zergling bombs at any point in teh game due to the 40+ vikings going around.  .
I personally like to rely on mutas against a terran going mech because in my experience they really help you control his army movement. I just feel like I can constantly keep a tab on where his tanks are moving and where i can poke with roaches or nydus worms. Also, terrans for some reason almost exclusively rely on thors and turrets against mutas, which limits their viking numbers and allows for a good tech switch into brood lords.
As soon as I get back to my dorm I will be able to attach a few replays
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So, a few things : regarding the vikings, well, yes, muta are much better than corrupters (the "counter guide" says so too ).Well, the turrets remained...
The other point I wanted to say is about the "best" army composition possible if you have huge amount of minerals/gaz. I have this idea that basically, all units are more or less worth their price. So, a very "supply-effective" unit would be the best one to have in a 200/200 army, right?
Roaches cost 75/25 for 2 supply. That's bad Hydralisks cost 100/50 for 2 supply. A bit better Banelings cost 200/100 for 2 supply. Woohoo!
Well, I guess you still need a few ultralisks in front of your baneling army to tank the first volley of the tanks.
Edit : That's the same idea that governs the fact that in FFA, people go for a 200/200 of void rays.
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On July 20 2011 17:17 fezvez wrote:So, a few things : regarding the vikings, well, yes, muta are much better than corrupters (the "counter guide" says so too  ).Well, the turrets remained... The other point I wanted to say is about the "best" army composition possible if you have huge amount of minerals/gaz. I have this idea that basically, all units are more or less worth their price. So, a very "supply-effective" unit would be the best one to have in a 200/200 army, right? Roaches cost 75/25 for 2 supply. That's bad Hydralisks cost 100/50 for 2 supply. A bit better Banelings cost 200/100 for 2 supply. Woohoo! Well, I guess you still need a few ultralisks in front of your baneling army to tank the first volley of the tanks. Edit : That's the same idea that governs the fact that in FFA, people go for a 200/200 of void rays.
manual target = byebye banelings...
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I don't understand the need to break a turtle terran, why not just let him turtle while you mine out the map and bank 783245326745327 minerals and 645634653 gas and 326453287453287453287 larva and wait for him to make a move, he cannot win if he does not attack. And when he does move out, multi pronged drops, nydus worms etc will rape his face. Obviously it's not going to benefit you to constantly throw away your expensive t3 units attacking a well defended turtle terran. Just my opinion from a terran p.o.v.
User was warned for this post
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Infestor Corruptor Broodlord. Slowly fade away your lings and replace with 200/200 infestor brood corruptor, with a small force of ling bane to handle drops, and mass spine everywhere. it'll take only a few minutes to max on Infest Brood Corrupt considering you should have 12 or 14 gases by now. It has been showcased this season in GSL that some zergs are doing a lot of nydusing in the late game, just to throw away the ling supply which is now useless.
Watch Morrow's ZvT for a fine example of this.
For all other suggestions, don't put much faith in them until the individual suggesting it provides evidence that it works in the form of pro games.
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If you are able to get a little over half the map then brood lord corruptor infestor is your best bet. Just gotta try to get some good fungals to take out groups of vikings. It really just turns into a viking, tank, infestor, ghost, corruptor, broodlord dance but from experience I've been able to at least trade evenly. On shakuras you should try to take the top and bottom bases before the terran player. On shakuras late game is also really important to take the top and bottom middle bases before the terran so that he can't split the map evenly with you.
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Overall I simply don't understand how infestor/corrupter/broodlord would have even touched him this map. I tried it once, it didn't work super well, but vikings have such ridiculous range, and he had so many turrets to run behind. I can handle ten vikings. I can't handle 30 when 4 broodlords die in a single volley. He started building ghosts as well behind his tank lines. I'll probably try breaking the middle next time I play if the same thing happens, but still... from personal experience viking/raven shits on infestor/corrupter/BL because of PPD's and Seeker missiles (if you try to engage). And it's not like you can run when he has 30 vikings and 6 starports cranking out more regardless if you're going air or not...
On July 20 2011 23:04 BigBossX wrote: I don't understand the need to break a turtle terran, why not just let him turtle while you mine out the map and bank 783245326745327 minerals and 645634653 gas and 326453287453287453287 larva and wait for him to make a move, he cannot win if he does not attack. And when he does move out, multi pronged drops, nydus worms etc will rape his face. Obviously it's not going to benefit you to constantly throw away your expensive t3 units attacking a well defended turtle terran. Just my opinion from a terran p.o.v.
Because if you watched the replay, it was on Shakuras Plateau, and I attempted to do exactly that, and banked around 8k/6k at one point. You can't do multipronged drops when he has literally around 30+ turrets across the maps, sensor towers, and around 30 vikings at a time.
Btw, I'm not saying it's not feasible, it just doesn't *seem* it to me. I didn't micro the greatest however, I had far too much faith in corrupters being able to take on vikings. He also slowly upgraded his vikings to 3/3 when mine were 2/0 or 3/0 so that really hurt. Was just too scared of going mutas since he had 3 Thors sprinkled in, and vs 30 vikings and 3 thors, are you going to touch him wiht mass muta?!
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On July 21 2011 01:25 FabledIntegral wrote:Overall I simply don't understand how infestor/corrupter/broodlord would have even touched him this map. I tried it once, it didn't work super well, but vikings have such ridiculous range, and he had so many turrets to run behind. I can handle ten vikings. I can't handle 30 when 4 broodlords die in a single volley. He started building ghosts as well behind his tank lines. I'll probably try breaking the middle next time I play if the same thing happens, but still... from personal experience viking/raven shits on infestor/corrupter/BL because of PPD's and Seeker missiles (if you try to engage). And it's not like you can run when he has 30 vikings and 6 starports cranking out more regardless if you're going air or not... Show nested quote +On July 20 2011 23:04 BigBossX wrote: I don't understand the need to break a turtle terran, why not just let him turtle while you mine out the map and bank 783245326745327 minerals and 645634653 gas and 326453287453287453287 larva and wait for him to make a move, he cannot win if he does not attack. And when he does move out, multi pronged drops, nydus worms etc will rape his face. Obviously it's not going to benefit you to constantly throw away your expensive t3 units attacking a well defended turtle terran. Just my opinion from a terran p.o.v. Because if you watched the replay, it was on Shakuras Plateau, and I attempted to do exactly that, and banked around 8k/6k at one point. You can't do multipronged drops when he has literally around 30+ turrets across the maps, sensor towers, and around 30 vikings at a time. Btw, I'm not saying it's not feasible, it just doesn't *seem* it to me. I didn't micro the greatest however, I had far too much faith in corrupters being able to take on vikings. He also slowly upgraded his vikings to 3/3 when mine were 2/0 or 3/0 so that really hurt. Was just too scared of going mutas since he had 3 Thors sprinkled in, and vs 30 vikings and 3 thors, are you going to touch him wiht mass muta?!
Except people have made it work very well in pro games. Usually when this composition comes out, it destroys. Those guys are harder opponents than the guys you've tried them against. All your gripes may stem from mis-micro.
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On July 21 2011 01:59 arbitrageur wrote:Show nested quote +On July 21 2011 01:25 FabledIntegral wrote:Overall I simply don't understand how infestor/corrupter/broodlord would have even touched him this map. I tried it once, it didn't work super well, but vikings have such ridiculous range, and he had so many turrets to run behind. I can handle ten vikings. I can't handle 30 when 4 broodlords die in a single volley. He started building ghosts as well behind his tank lines. I'll probably try breaking the middle next time I play if the same thing happens, but still... from personal experience viking/raven shits on infestor/corrupter/BL because of PPD's and Seeker missiles (if you try to engage). And it's not like you can run when he has 30 vikings and 6 starports cranking out more regardless if you're going air or not... On July 20 2011 23:04 BigBossX wrote: I don't understand the need to break a turtle terran, why not just let him turtle while you mine out the map and bank 783245326745327 minerals and 645634653 gas and 326453287453287453287 larva and wait for him to make a move, he cannot win if he does not attack. And when he does move out, multi pronged drops, nydus worms etc will rape his face. Obviously it's not going to benefit you to constantly throw away your expensive t3 units attacking a well defended turtle terran. Just my opinion from a terran p.o.v. Because if you watched the replay, it was on Shakuras Plateau, and I attempted to do exactly that, and banked around 8k/6k at one point. You can't do multipronged drops when he has literally around 30+ turrets across the maps, sensor towers, and around 30 vikings at a time. Btw, I'm not saying it's not feasible, it just doesn't *seem* it to me. I didn't micro the greatest however, I had far too much faith in corrupters being able to take on vikings. He also slowly upgraded his vikings to 3/3 when mine were 2/0 or 3/0 so that really hurt. Was just too scared of going mutas since he had 3 Thors sprinkled in, and vs 30 vikings and 3 thors, are you going to touch him wiht mass muta?! Except people have made it work very well in pro games. Usually when this composition comes out, it destroys. Those guys are harder opponents than the guys you've tried them against. All your gripes may stem from mis-micro.
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I'm aware of what the composition does. I've played vs many top pros, please don't lecture me on that, and beaten many in ZvT. That is not my issue. If you had cared to watch the replay, which you clearly didn't, you'd realize my opponent did a build that is extremely uncommon build (midgame massing orbitals while camping behind mech, and transitioning to mass starport). Don't give me a friggin' generic composition that slaughters something like marine/tank/medivac when he didn't bulid more than 3 marines all game. Is it good to counter vikings? To a point. It's not as strong when attacking a fortified position vs a critical mass of vikings.
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Having watched the replay my feeling is you should have ignored air completely, thrown down spores and spines or used lings to deter any viking harassment, and maxed out on a ground force (I have found Ultra bane roach to be the best to break mech if resource efficiency is no matter). You threw away 50+ corruptors in 3 separate occasions there, while if you had ignored air, at least at the beginning, you can crush his land army in one go with the saved resources, and reinforce much quicker. Its hard to deal with on Shakuras because of the many high ground positions, but imo, perfectly possible to do.
Of course, that may cause him to switch to banshees or bcs, but that takes time, and you can constantly be attacking him, or switch tech to deal with the banshees and bcs.
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vs mech, you just have to abuse the fact that you can rebuild your entire army in 40 seconds and it takes the terran 3-4x longer.
so max out, save up a bunch of money and try to clear his tank count, or viking count (something like that) then abuse his composition
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I'll watch your replay when I'm home from work, but there's really no way you can lose to mech once you're on that many bases. Just build Ultras and lings and Nydus all over the place. He won't have any mobile response to Ultras - the mech will be too slow and he won't have stim or upgrades on his marauders. And if for some reason you decide to have a 20 minute no-rush game and you really end up with 8k minerals in the bank and a split map, build some extra overlords, prep a killer drop, put the empty overlords in front of the full ones, and drop ultras on his maxed army. They'll die to the splash, yours and theirs, and with the way that Vikings overkill, he won't get off more than one or two volleys, killing only a handful of empty overlords. You remax instantly and win the game, easy-peasy.
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On July 21 2011 03:13 PanzerKing wrote: I'll watch your replay when I'm home from work, but there's really no way you can lose to mech once you're on that many bases. Just build Ultras and lings and Nydus all over the place. He won't have any mobile response to Ultras - the mech will be too slow and he won't have stim or upgrades on his marauders. And if for some reason you decide to have a 20 minute no-rush game and you really end up with 8k minerals in the bank and a split map, build some extra overlords, prep a killer drop, put the empty overlords in front of the full ones, and drop ultras on his maxed army. They'll die to the splash, yours and theirs, and with the way that Vikings overkill, he won't get off more than one or two volleys, killing only a handful of empty overlords. You remax instantly and win the game, easy-peasy.
He didn't build any rax units. It was pure tank with a few hellions in front to buffer the incoming army while he sieged. He slowly crept up on the map. I was on 7 base at one point (well, main was mined out). I did try drop play, as well as nydusing. You have to realize the map is Shakuras, so it's not hard to split map. He had mass missile turrets as well and sensor towers. Drops stopped working when he got a massive viking count. I'm talking about 30+ vikings. His ground army was still strong since he sacked all his SCVs as he was running around 8 orbitals.
There's only two routes to drop in the entire map. Through the top or bottom. There's nothing *to* drop in the middle. And with sensor towers, vikings can rip apart my ovies. I doubt the play is viable on maps like Metal or Tal'Darim.
On July 21 2011 03:06 PhiliBiRD wrote: vs mech, you just have to abuse the fact that you can rebuild your entire army in 40 seconds and it takes the terran 3-4x longer.
so max out, save up a bunch of money and try to clear his tank count, or viking count (something like that) then abuse his composition
He had enough production to remax at near the same rate I could.
When you're on 6port+ and 8facts (some with reactor on ports + facts), with a single production round you can replenish 40-50 supply. When your army doesn't consist of SCVs, you're not losing more than 50 supply anyways in a single go, especially when you have a ton of static defense as well.
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On July 20 2011 17:17 fezvez wrote:So, a few things : regarding the vikings, well, yes, muta are much better than corrupters (the "counter guide" says so too  ).Well, the turrets remained... The other point I wanted to say is about the "best" army composition possible if you have huge amount of minerals/gaz. I have this idea that basically, all units are more or less worth their price. So, a very "supply-effective" unit would be the best one to have in a 200/200 army, right? Roaches cost 75/25 for 2 supply. That's bad Hydralisks cost 100/50 for 2 supply. A bit better Banelings cost 200/100 for 2 supply. Woohoo! Well, I guess you still need a few ultralisks in front of your baneling army to tank the first volley of the tanks. Edit : That's the same idea that governs the fact that in FFA, people go for a 200/200 of void rays. Just banelings are horrible against breaking tank lines.... that was horrible advice; its the same as throwing free money at the Terran. Only thing i would see breaking it would be Ultralisk crackling, you need something to tank the damage (ultras) and something to get up there quick to kill the tanks (zerglings).
To break what you were talking about.... I would've definitely went infestor broodlord. Use the broodlords to snipe off tanks, if the vikings come, fungal them as they should be stacked if they're trying to target your BLs...
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On July 21 2011 03:47 DustinQQ wrote:Show nested quote +On July 20 2011 17:17 fezvez wrote:So, a few things : regarding the vikings, well, yes, muta are much better than corrupters (the "counter guide" says so too  ).Well, the turrets remained... The other point I wanted to say is about the "best" army composition possible if you have huge amount of minerals/gaz. I have this idea that basically, all units are more or less worth their price. So, a very "supply-effective" unit would be the best one to have in a 200/200 army, right? Roaches cost 75/25 for 2 supply. That's bad Hydralisks cost 100/50 for 2 supply. A bit better Banelings cost 200/100 for 2 supply. Woohoo! Well, I guess you still need a few ultralisks in front of your baneling army to tank the first volley of the tanks. Edit : That's the same idea that governs the fact that in FFA, people go for a 200/200 of void rays. Just banelings are horrible against breaking tank lines.... that was horrible advice; its the same as throwing free money at the Terran. Only thing i would see breaking it would be Ultralisk crackling, you need something to tank the damage (ultras) and something to get up there quick to kill the tanks (zerglings). To break what you were talking about.... I would've definitely went infestor broodlord. Use the broodlords to snipe off tanks, if the vikings come, fungal them as they should be stacked if they're trying to target your BLs...
Did you watch the rep? .
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On July 21 2011 03:20 FabledIntegral wrote:Show nested quote +On July 21 2011 03:13 PanzerKing wrote: I'll watch your replay when I'm home from work, but there's really no way you can lose to mech once you're on that many bases. Just build Ultras and lings and Nydus all over the place. He won't have any mobile response to Ultras - the mech will be too slow and he won't have stim or upgrades on his marauders. And if for some reason you decide to have a 20 minute no-rush game and you really end up with 8k minerals in the bank and a split map, build some extra overlords, prep a killer drop, put the empty overlords in front of the full ones, and drop ultras on his maxed army. They'll die to the splash, yours and theirs, and with the way that Vikings overkill, he won't get off more than one or two volleys, killing only a handful of empty overlords. You remax instantly and win the game, easy-peasy. He didn't build any rax units. It was pure tank with a few hellions in front to buffer the incoming army while he sieged. He slowly crept up on the map. I was on 7 base at one point (well, main was mined out). I did try drop play, as well as nydusing. You have to realize the map is Shakuras, so it's not hard to split map. He had mass missile turrets as well and sensor towers. Drops stopped working when he got a massive viking count. I'm talking about 30+ vikings. His ground army was still strong since he sacked all his SCVs as he was running around 8 orbitals. There's only two routes to drop in the entire map. Through the top or bottom. There's nothing *to* drop in the middle. And with sensor towers, vikings can rip apart my ovies. I doubt the play is viable on maps like Metal or Tal'Darim. Show nested quote +On July 21 2011 03:06 PhiliBiRD wrote: vs mech, you just have to abuse the fact that you can rebuild your entire army in 40 seconds and it takes the terran 3-4x longer.
so max out, save up a bunch of money and try to clear his tank count, or viking count (something like that) then abuse his composition He had enough production to remax at near the same rate I could. When you're on 6port+ and 8facts (some with reactor on ports + facts), with a single production round you can replenish 40-50 supply. When your army doesn't consist of SCVs, you're not losing more than 50 supply anyways in a single go, especially when you have a ton of static defense as well.
If you have 8k minerals in the bank, you can drop against 30 vikings just as easily as you can against 3 vikings. Make 20 extra ovies and sac them as a shield for your ultras. You're only going to lose a few before your drop is on top of him. I mean, he can't put those vikings on your half of the map. Fungal growth will shred them apart if he moves them more than a few units of distance from his siege tanks. So he gets a couple volleys from his 30 vikings, most of which is wasted on overkill, then you drop on top of him. Not in his base - literally directly on top of his army. The ultra splash damage is ridiculous, and so is the splash his tanks do to each other.
I remember Idra doing the same against some Werra guy on Metalopolis ages ago, close to the end of the beta. Idra crushed his 2-base push and instead of just killing him, let the guy take half the map just to show how much better Z's late game is. This guy built a ton of turrets and stacked a huge 3/3 mech army on the gold. Idra dropped Ultras on it and killed it effortlessly. There's a reason people aren't trying to split-map mech against Z. Mech wins with timing pushes before Z can field a large tier 3 army, not in a super late-game scenario.
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On July 21 2011 03:58 PanzerKing wrote:Show nested quote +On July 21 2011 03:20 FabledIntegral wrote:On July 21 2011 03:13 PanzerKing wrote: I'll watch your replay when I'm home from work, but there's really no way you can lose to mech once you're on that many bases. Just build Ultras and lings and Nydus all over the place. He won't have any mobile response to Ultras - the mech will be too slow and he won't have stim or upgrades on his marauders. And if for some reason you decide to have a 20 minute no-rush game and you really end up with 8k minerals in the bank and a split map, build some extra overlords, prep a killer drop, put the empty overlords in front of the full ones, and drop ultras on his maxed army. They'll die to the splash, yours and theirs, and with the way that Vikings overkill, he won't get off more than one or two volleys, killing only a handful of empty overlords. You remax instantly and win the game, easy-peasy. He didn't build any rax units. It was pure tank with a few hellions in front to buffer the incoming army while he sieged. He slowly crept up on the map. I was on 7 base at one point (well, main was mined out). I did try drop play, as well as nydusing. You have to realize the map is Shakuras, so it's not hard to split map. He had mass missile turrets as well and sensor towers. Drops stopped working when he got a massive viking count. I'm talking about 30+ vikings. His ground army was still strong since he sacked all his SCVs as he was running around 8 orbitals. There's only two routes to drop in the entire map. Through the top or bottom. There's nothing *to* drop in the middle. And with sensor towers, vikings can rip apart my ovies. I doubt the play is viable on maps like Metal or Tal'Darim. On July 21 2011 03:06 PhiliBiRD wrote: vs mech, you just have to abuse the fact that you can rebuild your entire army in 40 seconds and it takes the terran 3-4x longer.
so max out, save up a bunch of money and try to clear his tank count, or viking count (something like that) then abuse his composition He had enough production to remax at near the same rate I could. When you're on 6port+ and 8facts (some with reactor on ports + facts), with a single production round you can replenish 40-50 supply. When your army doesn't consist of SCVs, you're not losing more than 50 supply anyways in a single go, especially when you have a ton of static defense as well. If you have 8k minerals in the bank, you can drop against 30 vikings just as easily as you can against 3 vikings. Make 20 extra ovies and sac them as a shield for your ultras. You're only going to lose a few before your drop is on top of him. I mean, he can't put those vikings on your half of the map. Fungal growth will shred them apart if he moves them more than a few units of distance from his siege tanks. So he gets a couple volleys from his 30 vikings, most of which is wasted on overkill, then you drop on top of him. Not in his base - literally directly on top of his army. The ultra splash damage is ridiculous, and so is the splash his tanks do to each other. I remember Idra doing the same against some Werra guy on Metalopolis ages ago, close to the end of the beta. Idra crushed his 2-base push and instead of just killing him, let the guy take half the map just to show how much better Z's late game is. This guy built a ton of turrets and stacked a huge 3/3 mech army on the gold. Idra dropped Ultras on it and killed it effortlessly. There's a reason people aren't trying to split-map mech against Z. Mech wins with timing pushes before Z can field a large tier 3 army, not in a super late-game scenario.
I don't understand, when he can see any drop coming with sensor towers, how are your ovies not getting shredded? I know about using empty ovies, but he had a tonnn of vikings and mass missile turrets that would shoot all my movies when I did try drop play (not to mention when ovies with Ultras get sniped, so much money lost ). Even with 8k banked, when you try to mass ultra, you usually lose almost all your money in a single remax. You can't continually throw armies at him. Remaxing 100 supply of ultras is 5000 minerals in itself, and will insta drain all your gas. I did try drop play on his army but not the mass drop play you speak of. I'll retake a look at the replay to see if it was viable and if I could have broken through his defense (towards the end of the game, I missed a few timings during midgame by choosing to macro instead, and just not capitalizing, but that shit happens in a ton of games).
Note: he never once pushed my base a single time all game, nor did any drops. He harassed forward expansions with hellions a bit, but that's all. His viking never flew out in the open either to kill ovies or anything, they stayed strictly on his side to deny drops and hide behind missile turrets and sensor towers.
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On July 21 2011 04:03 FabledIntegral wrote:I don't understand, when he can see any drop coming with sensor towers, how are your ovies not getting shredded? I know about using empty ovies, but he had a tonnn of vikings and mass missile turrets that would shoot all my movies when I did try drop play (not to mention when ovies with Ultras get sniped, so much money lost  ). Even with 8k banked, when you try to mass ultra, you usually lose almost all your money in a single remax. You can't continually throw armies at him. Remaxing 100 supply of ultras is 5000 minerals in itself, and will insta drain all your gas. I did try drop play on his army but not the mass drop play you speak of. I'll retake a look at the replay to see if it was viable and if I could have broken through his defense (towards the end of the game, I missed a few timings during midgame by choosing to macro instead, and just not capitalizing, but that shit happens in a ton of games). Note: he never once pushed my base a single time all game, nor did any drops. He harassed forward expansions with hellions a bit, but that's all. His viking never flew out in the open either to kill ovies or anything, they stayed strictly on his side to deny drops and hide behind missile turrets and sensor towers.
Sensor towers are irrelevant. You're not trying to sneak attack him so much as brute force drop. Having 8k minerals in the bank means you could in theory make 10 overlords to head up the front, taking a bunch of viking/turret damage while your actual drop overlords make it into the territory you are attacking (whether that be his army or his base is up to you). He can move in with his vikings all he wants, but he won't know which overlords contain the units, and if he just attacks head on, theyll hit 1000 minerals of absolutely nothing.
Once your boys are on the ground smacking, his vikings don't do squat anymore. In fact, those vikings become a liability as they are using up supply to try and defend the skies, when the real battle is going on the ground.
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On July 21 2011 06:08 CrAzEdMiKe wrote:Show nested quote +On July 21 2011 04:03 FabledIntegral wrote:I don't understand, when he can see any drop coming with sensor towers, how are your ovies not getting shredded? I know about using empty ovies, but he had a tonnn of vikings and mass missile turrets that would shoot all my movies when I did try drop play (not to mention when ovies with Ultras get sniped, so much money lost  ). Even with 8k banked, when you try to mass ultra, you usually lose almost all your money in a single remax. You can't continually throw armies at him. Remaxing 100 supply of ultras is 5000 minerals in itself, and will insta drain all your gas. I did try drop play on his army but not the mass drop play you speak of. I'll retake a look at the replay to see if it was viable and if I could have broken through his defense (towards the end of the game, I missed a few timings during midgame by choosing to macro instead, and just not capitalizing, but that shit happens in a ton of games). Note: he never once pushed my base a single time all game, nor did any drops. He harassed forward expansions with hellions a bit, but that's all. His viking never flew out in the open either to kill ovies or anything, they stayed strictly on his side to deny drops and hide behind missile turrets and sensor towers. Sensor towers are irrelevant. You're not trying to sneak attack him so much as brute force drop. Having 8k minerals in the bank means you could in theory make 10 overlords to head up the front, taking a bunch of viking/turret damage while your actual drop overlords make it into the territory you are attacking (whether that be his army or his base is up to you). He can move in with his vikings all he wants, but he won't know which overlords contain the units, and if he just attacks head on, theyll hit 1000 minerals of absolutely nothing. Once your boys are on the ground smacking, his vikings don't do squat anymore. In fact, those vikings become a liability as they are using up supply to try and defend the skies, when the real battle is going on the ground.
lol are you aware of how far you have to fly on shakuras to do a doom drop? You could kill over 30 overlords before a single one dropped.
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I am the suck, but I'll give my 2 cents from the replay.
It seems like you really just missed a timing to switch over to muta production. I forgot to check, but with blue flame and siege on two base there is almost no way he had stim. That second drop that you invested in could have easily been 12 mutas and a couple of overlords full of zerglings and killed off a ton of SCVs, maybe a few supply depots or the armorys (which would have been huge). Suicide the zerglings on missle turrets/thors (there were none there) and use the mutas to clean up everything else.
As a Terran player, Mutas are an incredible pain to counter, especially on big maps with small ramps and multiple tiers (shakuras, backwater gulch, typhon peaks). One you hit a critical number of mutas (~30) there really isn't much the T can counter with outside the lumbering thor or mass marines with stim. Just throw away "spare" minerals on big bunches of lings and use them to clean up anything the mutas can't, play prevention and watch carefully for unsieged tanks to move in with lings. After a certain point you can just throw away the lings and switch to brood/infestor, which is pretty much the end game goal of most Z's playing these days.
If you had switched over to muta production/upgrades, he would've been caught with his pants down. Vikings are no match, even with upgrades, thors are incredibly slow, and he didn't have production capacity for marines in that particular window.
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On July 21 2011 07:42 Jayecks wrote: I am the suck, but I'll give my 2 cents from the replay.
It seems like you really just missed a timing to switch over to muta production. I forgot to check, but with blue flame and siege on two base there is almost no way he had stim. That second drop that you invested in could have easily been 12 mutas and a couple of overlords full of zerglings and killed off a ton of SCVs, maybe a few supply depots or the armorys (which would have been huge). Suicide the zerglings on missle turrets/thors (there were none there) and use the mutas to clean up everything else.
As a Terran player, Mutas are an incredible pain to counter, especially on big maps with small ramps and multiple tiers (shakuras, backwater gulch, typhon peaks). One you hit a critical number of mutas (~30) there really isn't much the T can counter with outside the lumbering thor or mass marines with stim. Just throw away "spare" minerals on big bunches of lings and use them to clean up anything the mutas can't, play prevention and watch carefully for unsieged tanks to move in with lings. After a certain point you can just throw away the lings and switch to brood/infestor, which is pretty much the end game goal of most Z's playing these days.
If you had switched over to muta production/upgrades, he would've been caught with his pants down. Vikings are no match, even with upgrades, thors are incredibly slow, and he didn't have production capacity for marines in that particular window.
As I said, I understand there were a few timings I missed, but I don't believe you can say "you missed this short timing you could have exploited midgame, despite the game going on 30 minutes beyond that when you had more minerals/gas banked at the time." Maybe I'm wrong. But I do agree with you, I definitely missed some timings. I just take it as the equivalent of saying "early game you could have hit his attack force that moved out with a ton of lings, but they were out of position so he moved back to his base and neither of you took any damage."
The Roach drop did a ton of damage, and you must realize he had a TON of turrets in his main as well. In order to hit him at that precise timing, I would have had to make all the mutas at once without him scouting and still would have had to fend off Thors. Realize by midgame he had something like 20+ turrets!
12 mutas would have only tickled his 5 or so turrets in his main, I couldn't get in, and he still had ability to quickly produce Thors. Turrets are just so good vs muta, and he MASSED them.
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I've had problems with this as well, and I think that it sorta comes down to tempo. Usually, from the zerg perspective (in ZvT) the slower the game tempo the better. If he's not attacking you, you can be making drones, expanding, teching and generally using the strengths of zerg to the fullest. If terran never attacked or harassed early you'd crush them. Instead, terrans usually hit certain timings that allow them to put pressure on. In general, the terran player needs to be pressuring, while the zerg player is trying to gain an economic/tech advantage.
This mindset needs to be reversed at some point in the game. Either once you're maxed or once you've fully developed your tech tree you need to become the aggressor. Once you've got a round of broodlords, you should attack with them. Do what damage you can, but when your broods get cleaned up, you need to be hitting him with another attack, usually with a switch to ultras or roaches (or something else that exploits the fact that he's dumped resources/supply into vikings). While you're doing this, you should be trying to drop his main or any other non-planetary expansions. If you need to doom-drop his main to do damage, so be it. Be sure to leave infestors and spinecrawlers along the main attack path so you can delay him in the event of a counter.
In general: Once late game hits, the clock is ticking. You need to become the aggressor. Drop, tech switch, nydus and attack until you win.
On the subject of your replay: you teched far too slow, especially your hive. Your infestation pit didn't go down until 16 minutes. Against strong mech timings pushes (especially anything thor-heavy, infestors with neural are a must-have. Also, I really don't like the choice to max out on pure roaches (generally) but being that you were going for drop play, roaches were a good choice there. The choice to go broods was questionable as well, as your roaches saw that he had put down a punch of starports to pump vikings. However, you still may have done well with the attack at the southeast base, if you'd been able to get infestors onto the high ground to fungal the vikings.
You did all the right stuff late (drop nydus, broodlords, etc) but you did it too slow. Also, you needed to hit him in multiple locations at the same time.
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On July 21 2011 09:22 Lobotomist wrote: I've had problems with this as well, and I think that it sorta comes down to tempo. Usually, from the zerg perspective (in ZvT) the slower the game tempo the better. If he's not attacking you, you can be making drones, expanding, teching and generally using the strengths of zerg to the fullest. If terran never attacked or harassed early you'd crush them. Instead, terrans usually hit certain timings that allow them to put pressure on. In general, the terran player needs to be pressuring, while the zerg player is trying to gain an economic/tech advantage.
This mindset needs to be reversed at some point in the game. Either once you're maxed or once you've fully developed your tech tree you need to become the aggressor. Once you've got a round of broodlords, you should attack with them. Do what damage you can, but when your broods get cleaned up, you need to be hitting him with another attack, usually with a switch to ultras or roaches (or something else that exploits the fact that he's dumped resources/supply into vikings). While you're doing this, you should be trying to drop his main or any other non-planetary expansions. If you need to doom-drop his main to do damage, so be it. Be sure to leave infestors and spinecrawlers along the main attack path so you can delay him in the event of a counter.
In general: Once late game hits, the clock is ticking. You need to become the aggressor. Drop, tech switch, nydus and attack until you win.
On the subject of your replay: you teched far too slow, especially your hive. Your infestation pit didn't go down until 16 minutes. Against strong mech timings pushes (especially anything thor-heavy, infestors with neural are a must-have. Also, I really don't like the choice to max out on pure roaches (generally) but being that you were going for drop play, roaches were a good choice there. The choice to go broods was questionable as well, as your roaches saw that he had put down a punch of starports to pump vikings. However, you still may have done well with the attack at the southeast base, if you'd been able to get infestors onto the high ground to fungal the vikings.
You did all the right stuff late (drop nydus, broodlords, etc) but you did it too slow. Also, you needed to hit him in multiple locations at the same time.
I agree on the timings that I missed. So you think if I miss those timings, I pretty much lose? I'm always scared of teching vs a mech player in case they move out and crush me in the process. It's happened many a times where I don't hit BL's in time and they just ROLL me. But yeah, I think you're right. :-/
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Fungal trades very cost effectively with vikings if they ever clump up (but I assume he never lets his vikings stray that far from his tanks)
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I'm also wondering what to do in this situation. I've faced several games like this where the Terran turtles super hard and you can't do anything. In one of my games (against avilo...), the Terran basically split the entire map in half (shattered temple), and started to wear me away with ravens and banshees. It's a very unforgiving style, so I found the best way to deal with it is just to not get to the late game. Despite the remaxing power of Zerg, they are incredibly weak when it comes to breaking siege lines, and Terrans can mine out much faster with mules. I've also tried using an infestor/broodlord/corruptor style, but vikings and ghosts can basically stop your advanced forever. Help!
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This question comes up a lot in the strategy forums, and the problem is not the unit composition, but the way of thinking, zergs assume that they have to engage the terran army to beat it, they don't and they shouldn't.
The solution to your problem is to think outside the box, with nydus worms. If terran is able to 50/50 the map, then you probably lost early/mid game, however if it does get to this point, you should have a plan. The simplest of plans it to deny his fifth/sixth bases (talking about shakuras). Harass is third and fourth for sure, but really work on preventing him from ever establishing his fifth and sixth bases, nydus worms, drops, ling run bys, burrowed infestors, etc.. are all great tools for denying and harassing expansions of a terran player who utilizing a very immobile unit composition to control space.
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On July 21 2011 18:10 CatNzHat wrote: This question comes up a lot in the strategy forums, and the problem is not the unit composition, but the way of thinking, zergs assume that they have to engage the terran army to beat it, they don't and they shouldn't.
The solution to your problem is to think outside the box, with nydus worms. If terran is able to 50/50 the map, then you probably lost early/mid game, however if it does get to this point, you should have a plan. The simplest of plans it to deny his fifth/sixth bases (talking about shakuras). Harass is third and fourth for sure, but really work on preventing him from ever establishing his fifth and sixth bases, nydus worms, drops, ling run bys, burrowed infestors, etc.. are all great tools for denying and harassing expansions of a terran player who utilizing a very immobile unit composition to control space.
I agree with CatNzHat.
Also, don't try to break it, move around it. He can't be everywhere at once, not with siege tanks. Drop on both sides with 5 overlords stuffed with 3/3 cracklings and 5 empty meatshield overlords each and just destroy his production. Add a few infestors in seperate overlords that you send in slightly later to fungal the vikings to death as soon as they close in to defend.
You'd be suprised how fast cracklings can destroy a whole base.
For breaking the tank line after destroying his production, Ultralisks are the key. They are really underrated, but they can tank a lot of damage. My usual strategy is to send 5-6 ultralisks in front and as soon as the tanks fire at them, send in a ton of cracklings. This allows the lings to get close to the tanks without half of them dying on the way.
I made a small video quite a while ago to show how effective it actually is, though ofc it depends on upgrades, target fireing, positioning, etc. Ofc it's against the more common marine/tank/thor, but it shows how easy it is to destroy a whole tank line once you get close enough with your units.
+ Show Spoiler +
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Many people have already mentioned ultralisks, and I also believe this is the right idea. If he has 30 vikings worth of supply, then his ground army will be significantly weaker. If you simply ignore the vikings, then I think you should be able to win the ground engagement.
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T.O.P.
Hong Kong4685 Posts
I think mutas are not the right response. They get shreded by thors. Imo, zerg has to get ready to all in the terran once you get close to max. I try to fill my remaining supply with either of the hive units. Ultras would have been a good idea. But once you let terran split the map with tanks sieged in the middle like that. It feels like you'll end up mining out and then terran unsieges for the gg.
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On July 21 2011 18:10 CatNzHat wrote: This question comes up a lot in the strategy forums, and the problem is not the unit composition, but the way of thinking, zergs assume that they have to engage the terran army to beat it, they don't and they shouldn't.
The solution to your problem is to think outside the box, with nydus worms. If terran is able to 50/50 the map, then you probably lost early/mid game, however if it does get to this point, you should have a plan. The simplest of plans it to deny his fifth/sixth bases (talking about shakuras). Harass is third and fourth for sure, but really work on preventing him from ever establishing his fifth and sixth bases, nydus worms, drops, ling run bys, burrowed infestors, etc.. are all great tools for denying and harassing expansions of a terran player who utilizing a very immobile unit composition to control space.
I don't think you watched the rep. There was no possible way to deny the expansions and I did in fact have three nydus worms running and tried to do dropping. I never engaged his army headon. Burrowed infestors had zero utility in ths MU because of the mass turrets everywhere.
On July 21 2011 18:39 Morfildur wrote:Show nested quote +On July 21 2011 18:10 CatNzHat wrote: This question comes up a lot in the strategy forums, and the problem is not the unit composition, but the way of thinking, zergs assume that they have to engage the terran army to beat it, they don't and they shouldn't.
The solution to your problem is to think outside the box, with nydus worms. If terran is able to 50/50 the map, then you probably lost early/mid game, however if it does get to this point, you should have a plan. The simplest of plans it to deny his fifth/sixth bases (talking about shakuras). Harass is third and fourth for sure, but really work on preventing him from ever establishing his fifth and sixth bases, nydus worms, drops, ling run bys, burrowed infestors, etc.. are all great tools for denying and harassing expansions of a terran player who utilizing a very immobile unit composition to control space. I agree with CatNzHat. Also, don't try to break it, move around it. He can't be everywhere at once, not with siege tanks. Drop on both sides with 5 overlords stuffed with 3/3 cracklings and 5 empty meatshield overlords each and just destroy his production. Add a few infestors in seperate overlords that you send in slightly later to fungal the vikings to death as soon as they close in to defend. You'd be suprised how fast cracklings can destroy a whole base. For breaking the tank line after destroying his production, Ultralisks are the key. They are really underrated, but they can tank a lot of damage. My usual strategy is to send 5-6 ultralisks in front and as soon as the tanks fire at them, send in a ton of cracklings. This allows the lings to get close to the tanks without half of them dying on the way. I made a small video quite a while ago to show how effective it actually is, though ofc it depends on upgrades, target fireing, positioning, etc. Ofc it's against the more common marine/tank/thor, but it shows how easy it is to destroy a whole tank line once you get close enough with your units. + Show Spoiler +http://www.youtube.com/watch?v=w0hptT3Xw_w
I don't think you watched the rep either, there was no possible way to get in drops come lategame with the sensor towers and vikings roaming around, and my 5-6 ultralisks would have insta died and then cracklings would have been roasted shortly after. It's not like I was trying to use Ultralisks.
On July 21 2011 18:52 Slithe wrote: Many people have already mentioned ultralisks, and I also believe this is the right idea. If he has 30 vikings worth of supply, then his ground army will be significantly weaker. If you simply ignore the vikings, then I think you should be able to win the ground engagement.
His ground army wasn't significantly weaker because he sacked all his SCVs.
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I watched the whole replay(it seems a lot of these people didn't), and the one thing that stuck out is why did you go air at all? Like you said he was MASSINGGG vikings. He had so many. And wasn't the whole ZvT plan late game for the first 4 or so months of StarCraft to get broodlords, force a lot of vikings and then switch to ultras hard? Well, he already did the first part for you, and he didn't make 10 or 12 vikings, he had a good 30+ or so. I really feel that ultra crackling with a good flank/positioning as he moved out was the way to go, with a roach remax once or twice.
That said, your opponent was very patient in pushing out and extending his lines, making it extremely frustrating on a map that makes it hard to engage him, but broodlords and corruptors were really not the way to go against that many vikings. His entire army and setup(Vikings/thors/turrets) were built to handle that kind of tech.
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Simply put, just mass up your resources instead of constantly trying to break his turtle. If you have half the bases and he has half the bases just max out and continue to stockpile larva. Eventually he has to move out to make something happen because he will run out of resources as well (and since in this case you haven't been blowing all your money suiciding units you should have roughly equal resources. But the kicker is you can remax way faster then a terran can, so just throw wave after wave at him when he is trying to move towards you instead of fighting him on his terms in his territory.
Note: Don't do this against someone who is doing anything but sitting in their base and turtling like crazy.
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On July 22 2011 02:12 STS17 wrote: Simply put, just mass up your resources instead of constantly trying to break his turtle. If you have half the bases and he has half the bases just max out and continue to stockpile larva. Eventually he has to move out to make something happen because he will run out of resources as well (and since in this case you haven't been blowing all your money suiciding units you should have roughly equal resources. But the kicker is you can remax way faster then a terran can, so just throw wave after wave at him when he is trying to move towards you instead of fighting him on his terms in his territory.
Note: Don't do this against someone who is doing anything but sitting in their base and turtling like crazy.
1. He never moved out. He crept. Big difference. 2. I did mass up like 8k/6k at one point. I also stockpiled a million larvae. 3. His army is 2x the size of me from lack of SCVs. 4. He can "remax" at the same rate at me with a ton of production facilities and being cost efficient.
On July 22 2011 01:59 Venomsflame wrote: I watched the whole replay(it seems a lot of these people didn't), and the one thing that stuck out is why did you go air at all? Like you said he was MASSINGGG vikings. He had so many. And wasn't the whole ZvT plan late game for the first 4 or so months of StarCraft to get broodlords, force a lot of vikings and then switch to ultras hard? Well, he already did the first part for you, and he didn't make 10 or 12 vikings, he had a good 30+ or so. I really feel that ultra crackling with a good flank/positioning as he moved out was the way to go, with a roach remax once or twice.
That said, your opponent was very patient in pushing out and extending his lines, making it extremely frustrating on a map that makes it hard to engage him, but broodlords and corruptors were really not the way to go against that many vikings. His entire army and setup(Vikings/thors/turrets) were built to handle that kind of tech.
Thanks for watching. It sounded like the general consensus was that I shouldn't have tried to overpower his vikings with corrupters and mutas would have been a poor choice as well. It's just when facing 30ish tanks, your gut instinct tells you Broodlords! Maybe I should have tried just steamrolling his tankline with ultra, it just feels counterintuitive. It's not like his viking count even reduced his tank count since he had so much free supply. =[
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On July 22 2011 02:23 FabledIntegral wrote:Show nested quote +On July 22 2011 02:12 STS17 wrote: Simply put, just mass up your resources instead of constantly trying to break his turtle. If you have half the bases and he has half the bases just max out and continue to stockpile larva. Eventually he has to move out to make something happen because he will run out of resources as well (and since in this case you haven't been blowing all your money suiciding units you should have roughly equal resources. But the kicker is you can remax way faster then a terran can, so just throw wave after wave at him when he is trying to move towards you instead of fighting him on his terms in his territory.
Note: Don't do this against someone who is doing anything but sitting in their base and turtling like crazy. 1. He never moved out. He crept. Big difference. 2. I did mass up like 8k/6k at one point. I also stockpiled a million larvae. 3. His army is 2x the size of me from lack of SCVs. 4. He can "remax" at the same rate at me with a ton of production facilities and being cost efficient. Show nested quote +On July 22 2011 01:59 Venomsflame wrote: I watched the whole replay(it seems a lot of these people didn't), and the one thing that stuck out is why did you go air at all? Like you said he was MASSINGGG vikings. He had so many. And wasn't the whole ZvT plan late game for the first 4 or so months of StarCraft to get broodlords, force a lot of vikings and then switch to ultras hard? Well, he already did the first part for you, and he didn't make 10 or 12 vikings, he had a good 30+ or so. I really feel that ultra crackling with a good flank/positioning as he moved out was the way to go, with a roach remax once or twice.
That said, your opponent was very patient in pushing out and extending his lines, making it extremely frustrating on a map that makes it hard to engage him, but broodlords and corruptors were really not the way to go against that many vikings. His entire army and setup(Vikings/thors/turrets) were built to handle that kind of tech. Thanks for watching. It sounded like the general consensus was that I shouldn't have tried to overpower his vikings with corrupters and mutas would have been a poor choice as well. It's just when facing 30ish tanks, your gut instinct tells you Broodlords! Maybe I should have tried just steamrolling his tankline with ultra, it just feels counterintuitive. It's not like his viking count even reduced his tank count since he had so much free supply. =[
This is true, but he was upgrading vikings from double armory and had an insane amount of them. The only way to beat that kind of army is to make them useless. It's the same principle in PvT, you have 2 colossi and if they overreact and make 16 vikings? You stop making colossi! You switch to immortals and archons and whatnot, making the vikings near useless. Again, it's tough because he really did have an extreme tank count as well, but I still feel your best shot was to hit him with waves of upgraded ground armies once he got past the half way point.
And for all those saying, "Just wait for him to push out and attack and remax lol" his opponent was EXTREMELY patient. He didn't attack scan and siege, he slowly pushed across the map. Extremely frustrating to play against and very hard to break when done well, with ANY composition. Especially when about 160-170 of their supply is in their army instead of 120 like you're used to.
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On July 21 2011 01:25 FabledIntegral wrote:Overall I simply don't understand how infestor/corrupter/broodlord would have even touched him this map. I tried it once, it didn't work super well, but vikings have such ridiculous range, and he had so many turrets to run behind. I can handle ten vikings. I can't handle 30 when 4 broodlords die in a single volley. He started building ghosts as well behind his tank lines. I'll probably try breaking the middle next time I play if the same thing happens, but still... from personal experience viking/raven shits on infestor/corrupter/BL because of PPD's and Seeker missiles (if you try to engage). And it's not like you can run when he has 30 vikings and 6 starports cranking out more regardless if you're going air or not... Show nested quote +On July 20 2011 23:04 BigBossX wrote: I don't understand the need to break a turtle terran, why not just let him turtle while you mine out the map and bank 783245326745327 minerals and 645634653 gas and 326453287453287453287 larva and wait for him to make a move, he cannot win if he does not attack. And when he does move out, multi pronged drops, nydus worms etc will rape his face. Obviously it's not going to benefit you to constantly throw away your expensive t3 units attacking a well defended turtle terran. Just my opinion from a terran p.o.v. Because if you watched the replay, it was on Shakuras Plateau, and I attempted to do exactly that, and banked around 8k/6k at one point. You can't do multipronged drops when he has literally around 30+ turrets across the maps, sensor towers, and around 30 vikings at a time. Btw, I'm not saying it's not feasible, it just doesn't *seem* it to me. I didn't micro the greatest however, I had far too much faith in corrupters being able to take on vikings. He also slowly upgraded his vikings to 3/3 when mine were 2/0 or 3/0 so that really hurt. Was just too scared of going mutas since he had 3 Thors sprinkled in, and vs 30 vikings and 3 thors, are you going to touch him wiht mass muta?! just as a sidenote... vikings are better than mutas on even upgrades. so with such an upgrade disadvantage you probably would have needed about 50 mutas to kill just the vikings, lol.
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On July 21 2011 10:28 FabledIntegral wrote: I agree on the timings that I missed. So you think if I miss those timings, I pretty much lose?
Have you ever played Protoss vs Muta/ling?
If you miss the 5/6gate timing, your chances of winning shrink immensely. The only reason Muta/ling has died a bit in competitive play is because 5/6gates became popular and then Infestor play became common. Before that, ladder vs Zerg was considered really, really hard beyond the 4gate (which, naturally, all Zergs complained about).
So it seems a bit hypocritical of you to complain about this, even against Terran. In a few months, the game will be more fleshed out, there will be some discovered timings for you to exploit and chances are this strategy will become less popular once more.
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On July 22 2011 02:23 FabledIntegral wrote: Thanks for watching. It sounded like the general consensus was that I shouldn't have tried to overpower his vikings with corrupters and mutas would have been a poor choice as well. It's just when facing 30ish tanks, your gut instinct tells you Broodlords! Maybe I should have tried just steamrolling his tankline with ultra, it just feels counterintuitive. It's not like his viking count even reduced his tank count since he had so much free supply. =[ I personally believe that, by the time he had 30ish tanks, you had already lost. What, to me, feels like the crucial moment in which the game tips in T's favour in your game is your push at 24 minutes. I think that it had problems both in composition and in the tactics.
As far as tactics go, you chose to attack the one area where your infestors could not help against vikings (and you could expect 3 reactored starports worth of them, since you had scouted the ports going up; T actually had 7 clean starports, for the a similar production capability). Your corruptors also chased the vikings over turrets (which didn't really help). In general, anyway, the choice to engage there is questionable. You knew that T had at least a couple spare orbital commands, so all you would have achieved by breaking the planetary fortress, assuming you managed to do so, would have been to make him lose a rather small bit of mining time. I think that it would have benefitted you much more to attack the center. You not only had the right units to turn his siege tanks into a liability, but you could also have supported them with infestors and queens. Six quens are remarkably good anti-air and transfusion can be incredible once army sizes decrease a little; your creep reached right up to the opposing base at that point.
The above alone would probably have won you the game without any switch in composition. Consider your 29 minutes push, in which you faced a higher number of vikings with a force of the same size and yet you won the battle thanks to infestor support.
Composition-wise... I'll have to agree with those who suspect that ultralisks would have fared better (with one reservation: T can refine his building placement by having the orbital commands in the front to create artificial chokes, which would be a true problem for ultras. Not sure of how they'd fare in that case) . However, I also think that it might have been interesting to sacrifice those roaches, morph a dozen drones or so into crawlers and get 18 hydras to support the push. They're normally terrible in ZvT, but all the disadvantages they have when compared to roaches (higher cost, less mobility, less hp) would have not mattered when supporting brood lords in a maxed-supply scenario.
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On July 22 2011 03:35 SeaSwift wrote:Show nested quote +On July 21 2011 10:28 FabledIntegral wrote: I agree on the timings that I missed. So you think if I miss those timings, I pretty much lose? Have you ever played Protoss vs Muta/ling? If you miss the 5/6gate timing, your chances of winning shrink immensely. The only reason Muta/ling has died a bit in competitive play is because 5/6gates became popular and then Infestor play became common. Before that, ladder vs Zerg was considered really, really hard beyond the 4gate (which, naturally, all Zergs complained about). So it seems a bit hypocritical of you to complain about this, even against Terran. In a few months, the game will be more fleshed out, there will be some discovered timings for you to exploit and chances are this strategy will become less popular once more.
lol. That's completely different, nor relevant. A 5/6 gate timing is considered fairly allin, which is why it relies on timing. What I did was the equivalent of playing standard and him playing slightly greedy and me not punishing him. Such as him going CC first in this game. By no means is your analogy relevant to the game at hand, as I never tried to allin him or was gearing for a particular timing. Instead, I chose the macro route, which is a fine route to take. You don't always have to punish someone, you can respond to greedy play with greedy play of your own.
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Just do the 300 food push zerg always do and you should be fine. If you can't out produce a turtling terran then he deserves to win.
User was warned for this post
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If you can't drop, use nydus worms, if you can't nydus, then something's seriously wrong, and you've probably already lost the game and terran just hasn't ended it yet.
If there are 30 vikings roaming around, sac some drones into spine crawlers to prevent him from pushing, and then just go broodlord infestor, the 30 vikings will become a liability for terran, and take a lot of micro, as well as prevent them from running around killing overlords, making nydus worms a possibility again. You can always force your harass to work, there's not way around it, even with sensor towers and vikings... You can always just go corruptor brood lord infestor and just straight up win, make tanks useless and then flood with lings and spine crawlers.
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People please stop posting when it's 100% clear you haven't watched the replay.
This is directed at the last two posters. Your advice is useless.
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Watched replay. I think you had the right idea, but the terran did a very good job of thoroughly splitting the map
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I just watched an interesting game between idra and drewbie in the first round of ipl (cant find vod). Similar to the situation you were in, the terran, drewbie, was making a heavy tank and hellion force and turtling from base to base. Idra responded by massing mutalisks (almost 30) to force the production of thors, and then researched neural parasite and broke the terran line by mind controlling the thors and fungaling the hellions while his mutas cleaned up.
In addition, I found a vod of mr. bitter and darkforce discussing zerg vs mech, and darkforce explains how he relies on mutalisks.
Mr. Bitter: 12 weeks with the pros, fighting mech with darkforce http://blip.tv/learn-from-the-pros-with-mr-b/12-weeks-with-the-pros-fighting-mech-with-darkforce-4887624
Although this tactic might not be as effective on shakuras where your match was played, it is a good example of relying on mutalisks against a mech based army like I discussed earlier in the thread.
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On July 24 2011 16:14 orionboss wrote:I just watched an interesting game between idra and drewbie in the first round of ipl (cant find vod). Similar to the situation you were in, the terran, drewbie, was making a heavy tank and hellion force and turtling from base to base. Idra responded by massing mutalisks (almost 30) to force the production of thors, and then researched neural parasite and broke the terran line by mind controlling the thors and fungaling the hellions while his mutas cleaned up. In addition, I found a vod of mr. bitter and darkforce discussing zerg vs mech, and darkforce explains how he relies on mutalisks. Mr. Bitter: 12 weeks with the pros, fighting mech with darkforce http://blip.tv/learn-from-the-pros-with-mr-b/12-weeks-with-the-pros-fighting-mech-with-darkforce-4887624Although this tactic might not be as effective on shakuras where your match was played, it is a good example of relying on mutalisks against a mech based army like I discussed earlier in the thread.
Building mutalisks just forced a bunch of turrets, it didn't force many thors whatsoever. He also fought mutalisks via mass viking, not via Thors.
I played a second match where I tried going mutas, as well as trying to blind counter him. His playstyle is effin' ridiculous.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=222893
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yeah, I have been in this situation too (sometimes) and I remember a game on shattered temple where I did Nydus, drops, composition switches etc etc... Lately I prefer to bunker up myself in these situations. Get like 30spines and some spores and try not to lose ground when terran starts to slowpush you with Tank/Thor/Viking (+whatever he has got, depending on how the game went before). Then you have kind of the same situation, but you have a supply advantage, because Spines don't cost any supply and you might have 220 supply anyways. In terms of compositions I would say tons of Infestors, and broodlords complement this pretty nicely, because you can just use their artillery range to fight back terran artillery (fungal vs vikings, Broodlords vs Tanks). Then again you want something to attack him, once he unsieges: some ultralisks+mainly a ton of stuff (roaches only when he has a lot of hellions, as they are supplyinefficient).
Gameplaywise I would also consider sacrificing some queens once you are maxed on larva, as they use up like 10supply and maybe replace them with 2-3extra hatches. But this once again depends on the amount of ressources you have at that time. If you don't have a lot of minerals left on your patches, I thikn it is better to keep the queens and the money.
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On July 26 2011 01:37 Big J wrote: yeah, I have been in this situation too (sometimes) and I remember a game on shattered temple where I did Nydus, drops, composition switches etc etc... Lately I prefer to bunker up myself in these situations. Get like 30spines and some spores and try not to lose ground when terran starts to slowpush you with Tank/Thor/Viking (+whatever he has got, depending on how the game went before). Then you have kind of the same situation, but you have a supply advantage, because Spines don't cost any supply and you might have 220 supply anyways. In terms of compositions I would say tons of Infestors, and broodlords complement this pretty nicely, because you can just use their artillery range to fight back terran artillery (fungal vs vikings, Broodlords vs Tanks). Then again you want something to attack him, once he unsieges: some ultralisks+mainly a ton of stuff (roaches only when he has a lot of hellions, as they are supplyinefficient).
Gameplaywise I would also consider sacrificing some queens once you are maxed on larva, as they use up like 10supply and maybe replace them with 2-3extra hatches. But this once again depends on the amount of ressources you have at that time. If you don't have a lot of minerals left on your patches, I thikn it is better to keep the queens and the money.
He doesn't attempt to start to slowpush until he has all 6 bases. =/. He doesn't even build Thors beyond 2-3. It's purely viking. Fungaling the vikings doesn't do much either when you can't actually take out the vikings . Sure, you might get off a good fungal, then the infestors insta explode from the tanks... Idk I just didn't like trying to use infestor/corrupter/BL, didn't work well for me and I abandoned it quite quickly.
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So a lot of vikings, 3 thors, the rest tanks/hellions?? Sounds like any zerg army can beat this. Lots of vikings means a much smaller ground army.
I saw Trump turtle vs a Zerg for almost 2 hrs. He had a maxed mech army, tank,thor,viking,hellion with mass OC (so few scvs, probably 170+ supply mech army) and his army still got wiped out easily by mass ling, ultra, some infestor, and broodlords. It's all about engaging them as they move out. You need something to deny sight.
Infestor corrupter BL is one of the best combos and can tech switch to anything afterwards. Even noob plat league zergs try to go for it for the ez win. With enough infestors you can always take out the vikings. Vikings are armored.
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On July 26 2011 04:10 vnlegend wrote: So a lot of vikings, 3 thors, the rest tanks/hellions?? Sounds like any zerg army can beat this. Lots of vikings means a much smaller ground army.
I saw Trump turtle vs a Zerg for almost 2 hrs. He had a maxed mech army, tank,thor,viking,hellion with mass OC (so few scvs, probably 170+ supply mech army) and his army still got wiped out easily by mass ling, ultra, some infestor, and broodlords. It's all about engaging them as they move out. You need something to deny sight.
Infestor corrupter BL is one of the best combos and can tech switch to anything afterwards. Even noob plat league zergs try to go for it for the ez win. With enough infestors you can always take out the vikings. Vikings are armored.
To all the people saying "large amount of vikings means smaller ground army!" stop posting. You're not welcome because it becomes apparent you didn't watch the initial replay. Generic advice isn't useful at all, I know how to counter generic mech play. This person had enough orbitals to sack his entire SCV line completely (exception of gas mining) to continually mule. Thus, his ground army was not weaker. He puts up a huge wall with orbitals, turrets, etc. so your ultras can't get in. He gets ghosts for EMP + snipe. He does NOT stagger his tank line, it's all around the same area, so any infestor trying to get in range is immediately shot. He gets multiple sensor towers and a fuckton of turrets + vikings make dropping even iwth 25+ overlords futile.
I don't really care about you watching Trump turtle, to be frank.
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