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Thanks for answers! just a few more comments to sum up. As a rule of thumb the following would be alright then (for Sheth opening Z v T):
- if you want to push with your initial roaches, and have not killed helions, you should bring them all plus build some extra roaches at home to defend helion run by (but that makes a lot of money put into roaches no ) - if you guess some banshee play (I always gas steal, and still sometimes have to face banshees), should you commit to an attack if he is (most likely) still on one base ?
also, both players who answered kind of told me there was no clear specific way to transition after this opening... But isn't there any possible, more relevant variations that people here could suggest?
Thanks again!
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The roach timing is such that at most he will have 4 hellions at your natural - and that is by sacrificing all other unit production. Block the ramp with queens, pull drones and send the roaches is what I'd do - maybe leave one roach behind to play with the hellions.
The hellions are only going to delay mining at the for a tiny bit, and meanwhile the terran has the roaches barreling down the highway to his ramp to worry about. Let him have a tiny heart attack while you deal with the hellions. The roaches can potentially cut off hellion reinforcements and will at any rate make terran react to you first and foremost.
Vs banshees: it's situational. if you can do damage, do damage. If you can't or he looks gearing up for a push, it might be better to keep the roaches alive instead. Losing the roaches means you have no defense - retreating with a few roaches means you can deal with a later push better. On the other hand, the roaches can also buy you time to get the evo done at home by eating banshee fire in his base. So the question becomes - can you deal with his banshes or do you need to delay?
As for transitioning: there are so many ways you can go, and all of it will depend on what you scouted terran doing. Remember, the roaches have forced him to show you his cards.
You can obviously go for a losira-style to deal with tank/marine, and put down a baneling nest and get melee upgrades while droning a third. You will rely on roaches, banelings and lings to defend, and will make at most 10-12 roaches total.
You can also go for muta-ling as usual, with the lair finishing slightly later but probably with more drones instead.
You can also go for ling/bling and use the surviving roaches to eat a few tank shots when moving in to clean up the push. If you see full mech, you can always go roach/infestor or roach/bane or whatever. It all depends on what you scout, right? All the standard ZvT unit compositions are available to you, although slightly delayed. That delay may be quite all right because you have correspondingly delayed terran in what he was intending to do as well.
There is no point in setting out a standard transition out of it since there are so many options for terran to do and any transition you choose will never be strong against all of them at the same time.
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This build works against marine heavy play as well. If you recall Sheth vs TLO in the NASL, TLO went for a 6 rax + scv allin, and since Sheth had blindly made a number roaches he had the units needed to hold off that type of pressure.
Against banshees, I actually like this build as it buys time for me to get anti-air ready. Sure I will lose a bunch of roaches, but usually I will get several scv kills as well, which should equal the few drone kills banshees almost always get. The point is that the roaches forces your opponent to reveal his tech, so if he was waiting for cloak or something, you get a bit of time to prepare for it.
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