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[D] zerg vs ground armored units - Page 3

Forum Index > SC2 General
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Lennon
Profile Joined February 2010
United Kingdom2275 Posts
July 24 2010 05:27 GMT
#41
Don't know what everyone's so worried about in terms of balance.
We all know that Terran are strong right now but there's so much time to balance SC2. It's much more balanced now than in the first stages of the beta and Blizzard said they would patch the game regularly.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
July 24 2010 06:26 GMT
#42
I wouldn't say this is an issue for Z.

While you're pointing out that there is no bonus dmg vs armor, you should also note that there is no bonus dmg vs light, and Z units do high damage in general.

This is more a thing where all Z units do solid damage vs all other units.

My big complaint is that corruptors do bonus dmg to massive and not armored, this makes them rather weak against anything but collosi and BCs...
As it turns out, marines don't actually cost any money -Jinro
Kvz
Profile Joined March 2010
United States463 Posts
July 24 2010 06:46 GMT
#43
On July 24 2010 15:26 Jermstuddog wrote:
I wouldn't say this is an issue for Z.

While you're pointing out that there is no bonus dmg vs armor, you should also note that there is no bonus dmg vs light, and Z units do high damage in general.

This is more a thing where all Z units do solid damage vs all other units.

My big complaint is that corruptors do bonus dmg to massive and not armored, this makes them rather weak against anything but collosi and BCs...



you've never heard of banelings?? they annihilate light-armored targets. i have to agree with the OP though, one of the underlying issues for zerg is a lack of a clear counter for armored (lol mech and marauders) until ultras at tier 3.5.
NrG.Kvz
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-07-24 07:04:38
July 24 2010 07:03 GMT
#44
Lol forgot about banelings, but still I would say marines are more of an issue than marauders are.

I don't see the "no counter to armored" argument as all that big. Zerglings, roaches, and hydras all do great damage to anything they can hit, and rarely are marauders or immortals "that unit" that kills me... againt, I have more trouble with marines...

I have a lot more issues with my army falling to massive splash damage that just seems to be everywhere in this game.
As it turns out, marines don't actually cost any money -Jinro
trancey
Profile Blog Joined February 2010
United States430 Posts
July 24 2010 09:45 GMT
#45
On July 24 2010 16:03 Jermstuddog wrote:
Lol forgot about banelings, but still I would say marines are more of an issue than marauders are.

I don't see the "no counter to armored" argument as all that big. Zerglings, roaches, and hydras all do great damage to anything they can hit, and rarely are marauders or immortals "that unit" that kills me... againt, I have more trouble with marines...

I have a lot more issues with my army falling to massive splash damage that just seems to be everywhere in this game.


If a terran goes mech, regardless of what kind of unit composition zerg has, if a terran is allowed to keep teching into mech, zerg really has a harder time dealing with a stronger force of mech.. If you notice in the majority of ZvT, it's less common to see zerg player beat a turtle mech type player. If anything zerg tends to have to win these matches with either timing pushes or in "rush" type tactics..

I say this as a terran player who has a great win:loss ratio vs zerg players, I've watched and played more TvZ then any match-up and I've seen some really good zerg players lose even if I turtle with 2 base mech.. If I hold off any attack and just run around with a really strong mech ball, as long as I have enough thors to counter any drop or muta+baneling anything, it's my easiest match-up.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
July 24 2010 09:57 GMT
#46
On July 24 2010 10:31 extempest wrote:
correct me if I' wrong, since I don't have access to sc2 game atm, but
is zerg dont have any anti ground armored unit except ultralisk?

but terran got marauder for anti ground armored units
and toss got immortal and stalker(?) (does stalker deal bonus dmg on armor?)

so basically terran can counter any armored unit in tier 1
while toss can counter armored units in tier 1.5 or 2
but zerg is in tier 3?
discuss


I don't really know if Zerg really misses their anti armor comparing Roaches and Marauders.

Marauder: 100min/25gas; 125 HP; 10dam +10dam vs armoured; 2 food
Rauch: 75min/25gas; 145 HP; 16dam ; 2 food
Always look on the bright side of life
Kvz
Profile Joined March 2010
United States463 Posts
July 24 2010 10:24 GMT
#47
6 range vs 3 range
concussive shot, stimpack vs burrow/burrow-move at lair tech.

marauder is a hard counter for roach.
NrG.Kvz
tarsier
Profile Joined May 2010
United Kingdom223 Posts
July 24 2010 10:27 GMT
#48
guys guys guys, this has been discussed to death about 99 billion times already...

it's a non-issue. if it was an issue then terran would own zerg with mass marauders in every game. if you get owned by mass marauder as a zerg then you've epic failed, and probably just mass produced roaches without scouting or something equally dumb.
eivind
Profile Joined July 2010
111 Posts
Last Edited: 2010-07-24 12:36:59
July 24 2010 12:33 GMT
#49
On July 24 2010 11:46 theburricane wrote:
Lings do pretty well against armored units because of their cost effectiveness: they're cheap as hell. What a single zergling lacks in raw damage output against armored foes, it makes up for by a) having 20 other lings right next to it and b) being amazingly fast. The mobility of zerglings is as powerful against most armored troops, if not more, than any +damage vs armored could be.

Roaches at T1.5 also do well against armored. Their attacks are slow and meaty enough that opponents' armor doesn't reduce their damage output very much, even though they don't have a +damage vs armored.

And Hydralisks at T2 do so much damage that it doesn't matter how much armor a unit has, they're going to chew it up in no time. On creep, both Roaches and Hydralisks have an additional mobility advantage against many armored troops, giving them yet another edge.


Marauder and hellion army got no counter early game.

Marauders out range and out DPS roaches easily, especially with stim. Do not even think about trying roaches if marauders are nearby. Marauders counter static defense and queens die so fast.

Hellion splash owns zerglings hard and the zerglings use a very long time killing a ball of marauders. Banelings are kiteable and they die fast to hellions. Hellions can also kite roaches.

I'd like to play against any Zerg as Terran on the small maps and see if Zerg got a chance. A FE Zerg should die easily at least.

The best chance Zerg got is fast tech to mutas/infestor/hydra and hope Terran didnt bring marines/thor/tanks to the party. Or Zerg can hope that hellion micro is not good enough to kill banelings.

I wish Zerg had more cool units like Infestor...
Sixes
Profile Joined July 2010
Canada1123 Posts
July 24 2010 13:33 GMT
#50
On July 24 2010 13:51 theburricane wrote:
Show nested quote +
On July 24 2010 13:14 Sixes wrote:
The bottom line is that zerg have fewer units. Not only fewer units overall (which they do) but also fewer units accessible in the time most games are played (which excludes ultras and broodlords where the toss can get to colossi and the terran can get thors).

There are also a few of those units that are terribly one dimensional. I love banelings to death but they only kill a very very specific type of unit (well, zealots and marines really, they need to be light, tight packed and ground units). Corruptors are similarly a pure anti colossus/BC/mothership (maybe some anti muta or phoenix but they die to void rays and vikings worse than mutas) which you don't see all that often.

Add it up and Zerg have:
Queens (more of a turret than an attacking unit, especially on any decent sized map)
Banelings (if he goes marines/zealots)
Corruptors (if you are really unable to deal with some colossi or air)

Hydras (if he is light on siege tanks/colossi)
Mutas (if he is very heavy on siege tanks/colossi)

Zerglings and Roaches for anything else, which includes just about everything.

So in any ground battle we almost have to fall back on some form of roach/ling with a little support of some kind. We don't have the option of going full mech or full bio or air or a mix because where we have those units above, Terran has:

Marine
Marauder
Ghost
Hellion
Tank
Thor
Banshee
Viking
2 casters

Obviously having more units opens more tactical options, not to mention several terran units are very effective against both ground and air (Viking, Thor, Marine) where really the Zerg only have 2 (and arguably 1, the muta is not stellar as anti air, or in fact as anti-anything-that-can-shoot-back).

One idea a friend of mine pointed out would be to make banelings deal their building damage to massive units. This would given them 2 targets per race rather than just one (the Thor and the colossus) and give Zerg a solution to thors and a solution to colossi that doesn't involve a spire. It also makes some logical sense as thors seem more like buildings than units. If banelings were dealing siege tank damage to thors the terran players would have to be much more careful in their positioning and advance (siege tanks can act as shields or destroy the banelings but if they get to the thors they do major damage).


I think the addition of Infestors quite complicates the situations you've described above. They function against massed units / mobility-based units with Fungal Growth, deal with high-priority units with Neural Parasite (new 12s limit notwithstanding), and have a wealth of unexplored potential in Infested Terrans. Infestors

While I agree that units such as Banelings and Corruptors are being used one-dimensionally, I don't think that means they are one-dimensional. Early in the beta, Roaches were a completely one-dimensional unit: players massed roaches and only roaches and just 1a'd to victory. Now we've seen Roaches with Tunneling Claws make Terran weep in all new ways. New micro tricks with Void Rays have come to light, promising some amazing new potential that was inconceivable at the beginning of the Beta. I'm not saying you're wrong, I'm just saying don't give up hope yet!

You also mention that Zerg does not have the option of going "full mech or full bio or air or a mix." Could I ask what you meant by that? I didn't completely get it. Did you mean that "Zerg has to get ling/roach + support, whereas Terran has no 'required' base units"? I can imagine a similar argument that goes "T has to go biomech or mech, because Z has Banelings." Thanks~


I agree with your points, notably the infested Terran and burrow move being underused.

I left out casters on purpose (including medivac and Raven). I feel the Raven has as much potential as the infestor but is generally more obvious to use and as Terran already have siege tanks the hunter seeker is underutilized.

What I meant with the bio/mech/biomech/air is that with that any units Terran can completely ignore a large part of their tech tree and either concentrate on bio (using 2-4 of the units above depending on whether they take Ghosts or Medivacs), ignore it altogether by using factory units or go air. All of those sets have counters to everything in the game (marines and thors both take care of mutas very well, marauders and siege tanks overlap etc). Zerg on the other hand has so few units that we are often restricted to 1 unit to counter something (like mutas for siege tanks) which means the opponent can very easily force the zerg player and predict the outcome.

To give a concrete example, say I open mutas fast off of 2 bases (I often do actually). Now I know my Terran opponent has 3 options, and I have 3 different responses. If he goes Thors I need mass lings (and upgrades because mass lings don't counter thors well without upgrades), if he goes marines I need banelings and if he goes vikings in a big way I may need hydras (there is a critical mass of vikings where they become bad news for mutas). So when I try to "force" a player, I really just reduce the number of siege tanks and hellions and marauders.

On the other hand, if a Terran player makes siege tanks fast and I happened to not go spire off the start, I now immediately need a spire for mutas. He knows this so by making siege tanks and then starting to make any of the muta counters, he is covered.

See, where I always need to scout exactly what he has to react, he can force a tech and anticipate the counters.

As for the marauder versus Roach discussion people really need to stop comparing anything to unstimmed marauders. The fact is if there are marauders in any numbers they have stim and concussive shell which greatly improves their DPS, allows them to kite things and gets them into position (especially with range 6) a lot faster. There is a reason TvT sees stim marauders breaking a tank line up front but nothing in Zerg does.

I have been looking at my own replays, and other than some macro issues (not taking a third early enough) I think the main thing I need to start considering is in base hatches. Add an extra queen and hatch, make lings. It seems the absolute all star in my games is a pack of 60 lings, which do horrendous damage before dying and get rebuilt fast except I lack larvae. This also frees up all gas for muta/infestor/upgrades while keeping the enemy paranoid (because they burrow !).

60 lings: 30 pop, 1500 minerals. For the same cost (and assuming gas is no more precious than minerals) they can destroy any terran unit that is even somewhat surrounded (actually anything that isnt in a choke).

I am currently thinking the solution may be to get 15 mutas or so (harassing the whole time), accumulate near 200/200 of lings (so 30 of mutas, 60-70 of drones by then and 200 lings) then run the mutas in just to destroy the wall (regardless of losses) and run 200 lings in, not even attack move, just normal move half to main half to expansion and attack when they get nicely in there. This should be doable off of 3-4 base (maybe not 200 lings but 120+ should be enough to annihilate anything) and with 2 hatches per base and 2 queens it should be a continuous stream of zerglings ... need to try it.
cr4ckshot
Profile Blog Joined March 2010
United States291 Posts
July 24 2010 14:34 GMT
#51
Listen to Day9. Stop thinking in terms of army composition to counter X army. Mech is IMMOBILE. Expand, abuse drops/nydus worms.

/thread
Sputty
Profile Joined April 2010
Canada161 Posts
July 24 2010 14:46 GMT
#52
In reply to Sixes' comments on underused ravens, seeker missiles aren't used because they're really bad. It takes a lot of clumping and a lot of missiles to be worth over PDD or autoturret and you have to bring in expensive ravens into range of everything to get off a seeker missile. Raven's other spells are good, though
nelziq
Profile Joined August 2007
United States3 Posts
July 24 2010 15:51 GMT
#53
On July 24 2010 10:44 AnxietE wrote:
Show nested quote +
On July 24 2010 10:37 SugarBear wrote:
A bigger problem is zerg doesn't have a low-tier 1 food unit that can shoot up.

I'm thinking they should add something in, like the "Zerg Fiend" that is morphed from two zerglings (like an archon) and requires a tier 1.5 tech building (like banelings). Costs 1 food, shoots up, and should be a little stronger than 1 zealot.


You realoze you make 2 zerglings per food, for 50. and zealots are 100 mins, 2 food. So this makes Zerg overpoweredish. it would basiccaly be a strong zerg T1.5 Zergling that is stronger than a zealot for half the cost and food. Oh, and its ranged. And it shoots up.


Ouch.
tfmdjeff
Profile Joined June 2010
United States170 Posts
July 24 2010 16:05 GMT
#54
Yeah, Zerg is the race that really doesn't have many hard counter kinds of units.

I still don't think that puts the zerg race at a disadvantage. In the early game, speedlings do very well against marauders, stalkers, and immortals due to their slow rates of fire and rather large size that allows a lot of speedlings to surround them, and later in the game hydralisks have such a good DPS that it really isn't much of an issue. And in the very late game ultralisks will rip them to pieces.

I really wish people would stop finding reasons to complain about zerg. I play zerg and I think it's fine. Only thing I don't like is that neural parasite lasts such a short time now and still has to be upgraded. And I'm still not going to rip on zerg if that isn't changed.
Asdkmoga
Profile Joined May 2010
United States496 Posts
July 24 2010 16:10 GMT
#55
blink is not over powered just because toss has a unit that can teleport and other races dont? its called being different. roaches burrow - toss cant = zerg is the most imba thing in game. zerg has their supply depots (overlords) float around map for scouting? toss and terran cant so zerg way to strong. stop pointing out subtle differences and crying please.

maybe, just maybe it isnt about how blizzard can change the game to make it easier for you, but how you can play it better and adjust?

as for zerglings and zealots not balanced dispite 1 zealot mostly equal matched 4 lings = same cost same food but larvas a resource so zerglings cost more. i thought larva was a way to make zerg more unique, sorry if you cant spend 100% of all your larva on drones and build zerglings out of something else, maybe u should consider playing a different race.
"Once is happenstance, twice is coincidence, three times is enemy action and over 600 is clearly the work of an ancient Sumerian demon or some shit."
Thenas
Profile Joined May 2010
Sweden107 Posts
Last Edited: 2010-07-24 17:14:34
July 24 2010 17:09 GMT
#56
while we don't have any + armor damage tier 1 unit the roach damage is 16 for both armored and light which is higher than the light damage from both stalkers mauders and that's why it's balanced.

Now the only problem with this is that you really need the roach speed for them 2 be viable for anything than holding a choke unlike both the marauder and stalker that do fairly well without any upgrades (marauder could be discussed, then yet again thier upgrade only costs 50/50).
I'd really like to see that upgrade be moved from lair to hatch tech, but I dunno if that would make them way OP but that's how I feel.

I don't see the lack of modifiers as a negative as it results in a unit that can do fairly well against anything rather than do extremly well againts something and shit against other stuff.

Oh and while I'm talking about roaches as much as I am I have yet to get why they don't have a splash like the hellion, I mean they are basicly the same cost (I'd argue that the roach is more expensive due to the 25 gas), the roach is slower, it has 2 less range and shoot and have a CD of .5 faster than the hellion.
Lets face it , it's pretty freaking hard to pinpoint your vomit like that.
Thenas
Profile Joined May 2010
Sweden107 Posts
July 24 2010 17:20 GMT
#57
On July 24 2010 18:57 Deckkie wrote:
Show nested quote +
On July 24 2010 10:31 extempest wrote:
correct me if I' wrong, since I don't have access to sc2 game atm, but
is zerg dont have any anti ground armored unit except ultralisk?

but terran got marauder for anti ground armored units
and toss got immortal and stalker(?) (does stalker deal bonus dmg on armor?)

so basically terran can counter any armored unit in tier 1
while toss can counter armored units in tier 1.5 or 2
but zerg is in tier 3?
discuss


I don't really know if Zerg really misses their anti armor comparing Roaches and Marauders.

Marauder: 100min/25gas; 125 HP; 10dam +10dam vs armoured; 2 food
Rauch: 75min/25gas; 145 HP; 16dam ; 2 food


This is a horrible comparison as both the marauder and roach live of their upgrades (stim/concussive vs speed) not to mention the range differance of the 2 and the overall functions they serve, roaches being more the push and shove tank and marauders being "nimble" damage dealers / pushers.
theburricane
Profile Joined April 2010
United States65 Posts
July 24 2010 18:02 GMT
#58
On July 24 2010 22:33 Sixes wrote:
Show nested quote +
On July 24 2010 13:51 theburricane wrote:

I think the addition of Infestors quite complicates the situations you've described above. They function against massed units / mobility-based units with Fungal Growth, deal with high-priority units with Neural Parasite (new 12s limit notwithstanding), and have a wealth of unexplored potential in Infested Terrans. Infestors

While I agree that units such as Banelings and Corruptors are being used one-dimensionally, I don't think that means they are one-dimensional. Early in the beta, Roaches were a completely one-dimensional unit: players massed roaches and only roaches and just 1a'd to victory. Now we've seen Roaches with Tunneling Claws make Terran weep in all new ways. New micro tricks with Void Rays have come to light, promising some amazing new potential that was inconceivable at the beginning of the Beta. I'm not saying you're wrong, I'm just saying don't give up hope yet!

You also mention that Zerg does not have the option of going "full mech or full bio or air or a mix." Could I ask what you meant by that? I didn't completely get it. Did you mean that "Zerg has to get ling/roach + support, whereas Terran has no 'required' base units"? I can imagine a similar argument that goes "T has to go biomech or mech, because Z has Banelings." Thanks~



I agree with your points, notably the infested Terran and burrow move being underused.

I left out casters on purpose (including medivac and Raven). I feel the Raven has as much potential as the infestor but is generally more obvious to use and as Terran already have siege tanks the hunter seeker is underutilized.

What I meant with the bio/mech/biomech/air is that with that any units Terran can completely ignore a large part of their tech tree and either concentrate on bio (using 2-4 of the units above depending on whether they take Ghosts or Medivacs), ignore it altogether by using factory units or go air. All of those sets have counters to everything in the game (marines and thors both take care of mutas very well, marauders and siege tanks overlap etc). Zerg on the other hand has so few units that we are often restricted to 1 unit to counter something (like mutas for siege tanks) which means the opponent can very easily force the zerg player and predict the outcome.

To give a concrete example, say I open mutas fast off of 2 bases (I often do actually). Now I know my Terran opponent has 3 options, and I have 3 different responses. If he goes Thors I need mass lings (and upgrades because mass lings don't counter thors well without upgrades), if he goes marines I need banelings and if he goes vikings in a big way I may need hydras (there is a critical mass of vikings where they become bad news for mutas). So when I try to "force" a player, I really just reduce the number of siege tanks and hellions and marauders.

On the other hand, if a Terran player makes siege tanks fast and I happened to not go spire off the start, I now immediately need a spire for mutas. He knows this so by making siege tanks and then starting to make any of the muta counters, he is covered.

See, where I always need to scout exactly what he has to react, he can force a tech and anticipate the counters.

As for the marauder versus Roach discussion people really need to stop comparing anything to unstimmed marauders. The fact is if there are marauders in any numbers they have stim and concussive shell which greatly improves their DPS, allows them to kite things and gets them into position (especially with range 6) a lot faster. There is a reason TvT sees stim marauders breaking a tank line up front but nothing in Zerg does.

I have been looking at my own replays, and other than some macro issues (not taking a third early enough) I think the main thing I need to start considering is in base hatches. Add an extra queen and hatch, make lings. It seems the absolute all star in my games is a pack of 60 lings, which do horrendous damage before dying and get rebuilt fast except I lack larvae. This also frees up all gas for muta/infestor/upgrades while keeping the enemy paranoid (because they burrow !).

60 lings: 30 pop, 1500 minerals. For the same cost (and assuming gas is no more precious than minerals) they can destroy any terran unit that is even somewhat surrounded (actually anything that isnt in a choke).

I am currently thinking the solution may be to get 15 mutas or so (harassing the whole time), accumulate near 200/200 of lings (so 30 of mutas, 60-70 of drones by then and 200 lings) then run the mutas in just to destroy the wall (regardless of losses) and run 200 lings in, not even attack move, just normal move half to main half to expansion and attack when they get nicely in there. This should be doable off of 3-4 base (maybe not 200 lings but 120+ should be enough to annihilate anything) and with 2 hatches per base and 2 queens it should be a continuous stream of zerglings ... need to try it.



Thanks for the reply, and some great points.

On the one hand, I think we're oversimplifying the word counter. We're saying "unit x counters unit y" when what we mean is "unit x counters unit y in a straight-up fight". Banelings counter lings because they blow them up. Tanks counter hydras because they blow them up. Mutas counter Tanks because Tanks can't shoot back. (How do I shot Muta?) When we think of good unit compositions, we don't necessarily need to consider a comp that kills our opponent's comp. We need to think of one that exploits its weaknesses.

On the other hand, I think you're exactly right. This issue is one of perceived Zerg momentum in ZvT. Because of how threatening Tanks are to our ground, Hellions are to our Drones, Thors are to our air, etc., these are the triggers we have to focus on. Because we will eventually have to deal with that gigantic 200/200 mech army of doom marching towards us, we become fixated on getting the counter to it now.

But I like the idea you suggested, instead: Spend as little gas as possible on units in order posture and frighten T into staying in his base to slowly build up a force. Not in order to kill his army. As you do, make and throw away absurd amounts of Lings while you use that gas to tech to high heavens. If he has tons of tanks to roast your Lings, he's going to have to leapfrog his tanks all the way to your base if he wants to push, and be wary of backstabs the entire time. If he has a lot of bio you can slow your tech for a few Banelings, and so on. This way you make the T feel like he's in control and holding off your feeble attempts and breaking his front, while all the time you're upgrading and preparing a T3 army.

Then it will be a case of actually making sure that army stays in its base.
There's a pie cooling on the windowsill. Make nice with him and the PIE IS MINE.
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