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ZvT - How do you deal with turtle play? - Page 2

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BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
Last Edited: 2012-04-10 14:00:55
April 10 2012 14:00 GMT
#21
On April 10 2012 22:26 Frisco wrote:
Not really relevant but is there a thread of a general guide to TvZ? I just got into plat and I realised none of my builds are really refined beyond getting a 15 hatch and getting a baneling next at 30 odd food. if i dug up a thread a couple months old would it still be relevant?


I'd say so. At Platinum (me also) Terran is still mostly marine-tank or occasionally mass mech. You'll need to learn to handle bunkers at your nat if you haven't already. Metagame hasn't shifted that much so old threads should still be relevant.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2012-04-10 14:02:14
April 10 2012 14:01 GMT
#22
On April 10 2012 20:46 RimJaynor wrote:
Top 25 masters.

Here's the best solution for me. (This isn't as successful against mech) The nydus worm.

One thing you have to think about, when trading armies in the late game, the terran player is always going to be most efficient assuming he does some sort of marine splits to minimize baneling casualties. And when I say efficient its because of the rate minerals can be mined by a terran player late game due to the mule.

I love going ling/bane/festor/ultra as well. So open normally. And assuming you've reached the late game 16-20 min mark. I'm hoping your're on 3-5 bases, and assuming the terran is on 3-4 with possibly 2 macro orbitals. Late game a terran player can produce 3/3 marines much faster than you can produce banelings, making it very hard to push through his base.

Heres where the nydus canal comes in. A terran is only strongest when all of its production buildings are functioning. So your best bet is to forget about the expansions and workers and go for the production. When attacking his main army or defending a drop, this is your best time to be planting 1-3 nydus canals all in his base or at different locations. After dealing with his army/distracting, you should be able to over run his main base with at LEAST lings and banes. This will cause your opponent to have to either lift off or try to defend at home, leaving them out of position. This is your crucial time to be pushing extremly hard, where the terran player's production is going to be at a minimum, all of their units will be coming out one at a time, and if the terran player does decided to lift off, it will be at least another 30 seconds for a techlab/reactor before the player can really build anything you need to worry about.


I was actually going to suggest this. Every lategame pro TvZ I see, T only loses when the Z manages to get into his production. Crackings take down add-ons so fast.

It also seems to me that some old fashioned Destiny-style infestor hitsquad could be pretty effective. A couple fungals pretty much kills of a mining base. Terrans don't seem to build missile turrets at all anymore if they see Zerg isn't going muta-ling. Like seriously, its crazy.

I'm Protoss primarily (I offrace maybe 1 in 5 games though), so Idunno.
(╯°□°)╯︵ ┻━┻
naggerNZ
Profile Joined December 2010
New Zealand708 Posts
April 10 2012 14:55 GMT
#23
If you're opening Ling/Infestor and then into Ultras, you're going to struggle with drops. Get used to it. Spines and a spore at every base lategame, and good overlord spread mid-game are about as good a solution as you need. Also, lategame, if T drops and kills and expansion, just remake it.
Baseic
Profile Joined March 2011
Netherlands310 Posts
April 10 2012 15:18 GMT
#24
Ling/Infestor, fast upgrades, fast tech to broods with like 15 infestors. 3 Spines and a spore at each base and send 3 sets of lings to each of your mineral lines. Morph those lings into speedbanes and you're almost perfectly safe, only well microed double drops may do some damage. From there you just play like a toss, mass broodlords, corrupters, keep massing spines around your bases and just deathpush then. Your endgame army is stronger.
Etc.
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