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I've had a few matches where I fight the same way I would on any other map in ZvT - I get my natural and scout the opponent, and when he's pushing I have about 30 lings and 3 spine crawlers or so.
The problem is on Steppes, once I engage with my lings, whether I flank him from behind or not, he can run into the corner and I can't surround him worth a crap. He moves out and he can focus down my static D one by one - if he sees lings he goes back into the corner, killing a few. I can't keep this up forever because he's the only one doing damage - if we both macro well then my position just gets worse and worse.
This push is also too soon to get creep to reach the cliff leading up to the natural - I always spread creep as fast as I can to that cliff to put spine crawlers there, but this push is before I can do that.
Maybe on Steppes I should just try to get faster infestors? One positive aspect of this map is it's really unfriendly to reapers and hellions, so maybe zergling speed can get cut for fast lair, but I'm not sure if that's wise.
Thoughts? That stupid cove is such a bastard.
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On Steppes I find that Zerg is better off not fast expanding. Your natural is in a vulnerable spot because, as you said, it's hard to spread creep to the top of that ramp, plus the towers don't really reveal your approaching enemy as well as on maps of comparable size, Blistering Sands, for one. I'd say you're best off going fast gas, and getting Metabolic Boost, Baneling nest and then your Lair tech. Also, the distance between your main and your natural is pretty far.
I find that Terran has a pretty easy time dealing with spine crawlers using Marauders. A single one near your worker line or a few at the top of your ramp will help, but three in the natural are unlikely to be worth their investment. An extra queen and a few banelings will prove far more effective.
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