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[G] Roach/Ling/Bling: More Stable Platform for ZvT

Forum Index > StarCraft 2 Strategy
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whatthefat
Profile Blog Joined August 2010
United States918 Posts
Last Edited: 2011-03-21 23:40:00
March 09 2011 22:35 GMT
#1
Introduction

Once the early game shenanigans are out of the way, most Terrans currently favor an MMM+siege composition through the mid-game and endgame in ZvT. While it is possible to combat this with muta/ling/bling, most Zergs will attest to this feeling like an uphill battle at times. Even with superior forces and better macro, your army’s inherent fragility and reliance on excellent timing means it can feel like you’re on the edge of a precipice. I believe this is not because of any severe imbalance, but rather because the roach is currently underused. A recent resurgence of roach-based compositions at the top level, and my own experiences on the ladder have led me to believe that a ling/bling/roach composition provides a more stable platform for ZvT.

[image loading]

Why roaches aren’t widely popular in ZvT

While the roach is a staple unit in ZvP and ZvZ, anyone who has tried massing roaches against Terran knows how quickly they get melted by MMM. In early game, roaches are effective against marines, hellions, and reapers. But marauders decimate them, and once medivacs arrive, roach DPS is no longer sufficient to handle any bio composition. The roach has thus been largely relegated to roach rushes and countering mech-only terrans, with the occasional abortive venture into hydra/roach. In fact it is not uncommon for high level Zergs to now play an entire game without dropping a roach warren.

Why roaches deserve a second look

The inherent fragility of muta/ling/bling can be understood in terms of 3 key factors:

(1) High mobility but low life totals: While this composition is excellent in harassing and securing map control, it can very quickly evaporate.

(2) Poor speed synergy: This is a concept I’ve written about previously: http://www.teamliquid.net/forum/viewmessage.php?topic_id=182807 Because the various elements of the Zerg army have disparate speeds, it becomes extremely important to properly time engagements. A very small error in timing can result in the loss of the whole army.

(3)
Vulnerability to area of effect damage: All elements of the muta/ling/bling army have a tendency to clump, and are thus particularly vulnerable to splash from thors, hellions, and siege tanks.

The inclusion of roaches addresses each of these issues:

(1) The inclusion of a tanking unit greatly boosts the durability of the Zerg army, meaning less larvae need to be spent after each battle.

(2) Because roaches move at nearly the same speed as banelings, their inclusion improves army coordination and movement.

[image loading]
Upgraded unit speeds, on and off creep.

(3) Due to their speed synergy with banelings and much larger size, roaches uncluster banelings, resulting in less vulnerability to splash damage. The Terran is now forced to target siege tank fire, and even then it is less effective.

In this respect, the roach plays a similar role in the Zerg army as the Ultralisk does in late game compositions, e.g., http://www.teamliquid.net/forum/viewmessage.php?topic_id=187434

In addition, the roach's ranged attack provides an excellent synergy with the melee attacks of zerglings and banelings. As the zergling ball starts to become too large, diminishing returns set in due to surface area limitations. The inclusion of roaches allows more total DPS to be delivered. Note that this is by no means a new composition (e.g., http://www.teamliquid.net/forum/viewmessage.php?topic_id=122427), but I believe it is currently underutilized.

Aiming for the ideal mid-game composition


In the ZvT mid-game, I would argue that there are 7 primary Terran units (Marine, Marauder, Hellion, Tank, Thor, Medivac, Banshee), and 5 primary Zerg units (Zergling, Baneling, Roach, Mutalisk, Infestor). The inherent flexibility of Terran in this match-up can leave Zerg struggling, especially now Terrans are becoming better at using mixed compositions. The arrival of Tier 3 provides Zerg with some additional options, but getting there in one piece can be problematic.

To my eyes, many Zerg players unfortunately restrict themselves unnecessarily to a muta/ling/bling composition when the addition of roaches (and infestors) could be extremely effective. Even at the top level, Zerg players often spurn adding a few roaches to their army as the Terran siege tank count grows, and it’s in these cases that the advantage built by Zerg across the course of the game can start to feel extremely fragile. I would argue that roach/ling/bling is a much more reliable base ground composition, and one that makes good use of Zerg’s general tendency to accumulate excess minerals.

Of course roaches should not be built blindly either; it is important that Zerg responds appropriately to the Terran composition. As a very approximate conceptual guide, I have included a unit wheel below. The idea being that this set of 5 Zerg units acts as a basic palette for constructing the Zerg army, with each particular unit being under- or overemphasized in reaction to what the Terran is doing. For example, if Terran is going particularly heavy on the mech and light on marines, more roaches and less banelings should be built. Of course it is impossible to cover every eventuality with such a simple visualization (e.g., mutas obviously also perform very well against a hellion/marauder composition, and neural parasite can make infestors an effective counter to mass thor). Nonetheless, I believe thinking about this match-up in big picture terms provides a useful framework for developing appropriate responses. For an excellent guide on the Zerg mid-game see http://www.teamliquid.net/forum/viewmessage.php?topic_id=176625

[image loading]
The 5 primary Zerg units and 7 primary Terran units in the ZvT mid-game.


Use of mutalisks


The addition of a roaming group of mutas can complement the roach/ling/bling ground composition extremely well, especially once Terran builds medivacs. The mutas provide a means of shutting down any drops, and provide additional DPS to marines on the run from banelings. They can also be used for standard base harassment, and as I’ve learned from my own games, if Terran responds to this by simply moving out with a marine/marauder/tank composition, the roach/ling/bling composition is much better at holding the fort than ling/bling alone.

Note that there are many possible paths to a mid-game roach/ling/bling+muta composition. Depending on Terran’s strategy, Zerg can potentially transition to this mid-game from a 2-base mutalisk opening, a roach defense to hellions, or a ling/bling response to traditional bio. In my experience, aiming to incorporate roaches from the beginning (and thus broadening your available tech) gives much greater flexibility in holding off the multitude of available Terran all-ins.

Engaging Terran head on

One of the chief advantages of the roach/ling/bling composition is the ability to take Terran armies head on. Typically in ZvT, even once Zerg has achieved a significant advantage, it is a mistake to attack into the Terran fortifications, since it provides Terran with an excellent opportunity to get back in the game. Zerg is thus usually forced to play a game of harassment and starvation. In these circumstances, Terran will continue to turtle, hoping to gain a second wind with a highly cost-effective maxed army. However, with roaches tanking damage, Zerg can actually break heavily sieged positions. For example, see the images below (taken from TSL_Fruitdealer vs. ST_Virus below). Notice that Fruitdealer sends the roaches just in front of the rest of his army to tank the first few siege blasts.

[image loading]
TSL_Fruitdealer attacks into the fortified position of ST_Virus


Use of roach/ling/bling at the top level and replays


Looking back to GSL1, Fruitdealer seemed to be one of the first to make use of this composition at the top level. At the time I was impressed by the fact that he seemed to be playing Zerg in a way nobody else was. His armies were this incredible swarming mass of zerglings, roaches, banelings, and infestors (and even ultras in late game).

http://www.gomtv.net/2010gslopens1/vod/1148 (The whole match is great, but see Set 1 for an example)

[image loading]
Fruitdealer vs. HopeTorture in the first GSL Final

Despite his success, this composition didn’t seem to catch on with many other players in ZvT, with most preferring muta/ling/bling. Since that time, Terrans have gotten progressively better at handling muta/ling/bling, and more recently, other top level Zergs (including IMNestea, CheckPrime, and IMLosira) have started to incorporate roaches into their ling/bling mix with great success. Here are some vods from the latest GSL season.

CheckPrime vs. PoltPrime
http://www.gomtv.net/2011gslsponsors2/vod/61495 (M5 Set 1 for those of you with a season pass)

IMLosira vs. ST_August
http://www.gomtv.net/2011gslsponsors2/vod/61938 (Sets 1 and 2 are both good examples)

CheckPrime vs. oGsNaDa
http://www.gomtv.net/2011gslsponsors2/vod/62034 (Set 1)

IMLosira vs. oGsSuperNova
http://www.gomtv.net/2011gslsponsors2/vod/62599 (Whole match)

TSL_Fruitdealer vs. ST_Virus
http://www.gomtv.net/2011gslsponsors2/vod/62859 (Set 2)

Specific build timings and triggers

The relative timings for roach warren, baneling nest, evo chamber, lair tech, and spire depend entirely on Terran’s play. This means it's imperative to be scouting the front and having a sacrificial overlord ready. A good Terran will try to deny scouting opportunities, but crucial things to look for are:

(A) Is Terran getting a refinery, or opening with two barracks? If it’s the latter, any tech is delayed, meaning your biggest concern is marines. In this case, the baneling nest should usually go down first.

(B) Is Terran expanding? If so, that’s less minerals on marines in the short term, meaning you can drone harder, potentially delay the baneling nest, and get lair tech earlier.

(C) Is Terran building an early factory? If so, you want to respond with a roach warren. If reactored hellions are on the way, you want a spine by your ramp as soon as possible, and a queen blocking the ramp until roaches are ready.

(D) If there’s an early factory, is Terran going banshees? If so, you may want an extra queen, and earlier timing on the evolution chamber. If it’s two port banshee, teching to lair earlier is a good idea, since the long term solution is going to be mutalisks.

(E) Is Terran researching stim? If so, you want to be thinking about lair tech for baneling speed.

Here is a high level example (taken from CheckPrime vs. PoltPrime above).

Terran opens with a single barracks, refinery, OC, into reactored factory and hellions, while building a new command center. He then transitions into tech labs on barracks (researching stim) and factory (researching siege mode), while building 3 new barracks (2 reactors / 2 tech labs on the 4 barracks). He moves out for a timing push as stim finishes, just after the 9 minute mark. At this point, siege mode is nearly finished, and terran has 2 siege tanks, 3 hellions, 6 marauders, and 18 marines:

[image loading]

This is a scary push, and I’m sure a lot of Zergs have experienced dying to something like this. CheckPrime engages with a roach/ling/bling army (5 banelings, about 20 zerglings, 4 roaches, 1 queen) and is able to clean up very effectively with reinforcing lings. The roaches tank for the banelings, while the banelings force the bio back allowing the roaches to target down the tanks.

[image loading]

So how did CheckPrime achieve this? Here is his full build from the vod:

+ Show Spoiler +
15 Hatchery
16 Spawning Pool
17 Extractor
18 Overlord
18 2 x Queen
22 Zerglings
23 Drone
24 Roach Warren
23 Drone
24 Overlord
24 Zergling Speed
24 Drone
25 Drone
Inject / Tumor
26 5 x Drones

Check pokes and sees Hellions

2 x Roaches, and blocks ramp with Queens
Overlord

Check sees Command Center with Overlord, prompting him to drone and start a Lair and 2nd extractor just after the 6:00 mark. He gets a couple more roaches and spine crawler for defense while continuing to drone. He pokes with an overlord to see Terran building 3 Barracks at the 7:00 mark. This prompts him to build an Evolution Chamber, start Roach Speed, then get a Baneling Nest, and start Melee Attack. From here, he takes a third, and most larvae go into ling/bling and overlord production. He actually manages to squeeze out 5 more drones, a queen, and start baneling speed and a spire before the attack hits. This leaves him in a commanding position and ready to pump out a round of mutas after the attack is repulsed. For mortals, those 5 drones could have been roaches or lings, in which case he would have held very comfortably.


Conclusions

Roach/ling/bling is a rapidly rising style in ZvT at the top level that is proving to be highly effective against mixed bio/mech compositions. The inclusion of even a relatively small number of roaches adds great robustness to ling/bling, reducing the inherent fragility of the Zerg ground army, and allowing Zerg to tackle Terran head on. The style can also be readily adapted to incorporate mutalisks.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
scFranco
Profile Joined December 2010
United States127 Posts
March 09 2011 22:37 GMT
#2
Sounds like a good idea. Seems really mineral heavy though
My goose is getting cooked.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 09 2011 22:39 GMT
#3
While I have been recently going muta/ling/bane/roach the reason why roach/bane I think isn't too used is because then terrans can abuse you with drops. They have no fear of muta's intercepting them so they can really abuse drop ship play. Sense there are no scourge there's no other way to really intercept them unless they go near your infestors.

Roach/ling/bane could be good I imagine if it wasn't for terrans that would just abuse the immobility and drop you everywhere which is very annoying especially on these bigger maps. But I have been experimenting with using roaches more as an add on to ling/bane/muta.
When I think of something else, something will go here
scFranco
Profile Joined December 2010
United States127 Posts
March 09 2011 22:42 GMT
#4
Against drops, I would think that maybe leaving a baneling or two burrowed in the back of each mineral line would be a good idea
My goose is getting cooked.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
March 09 2011 22:42 GMT
#5
On March 10 2011 07:37 scFranco wrote:
Sounds like a good idea. Seems really mineral heavy though


Which is fine for Zerg because they usually have a huge surplus of minerals (because of mutas and infestors)
133 221 333 123 111
hypnobean
Profile Joined October 2010
89 Posts
March 09 2011 22:45 GMT
#6
I agree with this. It's actually very simple to check in the unit tester. Get 8 tanks, spread them out and send 30 banelings at them. No banelings reaches even the closest tank. Do the same spread and make 15 roaches and 15 banelings, and nearly all banelings survive to get to the tanks because the roaches are eating tank shots. A baneling costs 50/25, and a roach 75/25, so its not much more mineral intensive than muta bane ling already is and has more durability. There is also no reason that you can't get mutas and roaches. You will have fewer banelings, but those banelings will very likely be worth more because they won't evaporate as quickly to tank blasts.
Louuster
Profile Joined November 2010
Canada2869 Posts
March 09 2011 22:51 GMT
#7
Cella, previously CellaWerra uses roaches in almost every tvz he plays, which i finfd quite interesting. I havent tried it yet because im concentrating on Mr Bitters infestor ling 2x evo build at the moment but it looks quite good in some situations.
Kim Taek Yong fighting~
Xirroh
Profile Joined May 2010
Canada146 Posts
Last Edited: 2011-03-09 23:06:23
March 09 2011 23:04 GMT
#8
I really like this thought process. Gas (and mineral) cost of the roaches plus the extra Gas cost of roach upgrades would be the potential problem here. You need to go air for drop defense and harass. So how do you go both roaches and air without spreading yourself too thin?

What roach upgrades would you get? Speed obviously, and armor overlaps with lings. What about burrow, burrow move, and ranged attack?

There is defiantly something to explore here. I have seen several GSL games where roach/ling/bling + muta has been used effectively.
dave333
Profile Joined August 2010
United States915 Posts
Last Edited: 2011-03-09 23:14:43
March 09 2011 23:13 GMT
#9
I discussed this a little before lol, but roaches are great for lower level zergs when under heavy rine/siege tank pressure because they aren't so larva intensive and have more durability; they are easy to spam.

Usually what happens is you attack with your blings/mutas/ling kill a bunch of rines, then your mutas try sniping the tanks but more rines that come pouring from reactor rax with medivac support push them away, and additional lings/blings are too easy shot down. Under all this pressure, it becomes easy to forget injects as well. Roaches provide some solid covering fire with your lings/blings, and do well against rines in small numbers, and so your mutas can do their job sniping the tanks without getting totally wrecked by rines. They are also good at counterattacking because...they're actually alive, unlike blings. Rines normally wreck them, but during a counterattack their rine counts are diminished; perfect for you speedling/roach.

Better zergs probably don't need them though.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
March 09 2011 23:14 GMT
#10
biggest problem with this unit composition is lack of units that can dictate pace.

pace of the game is determined by who has the ability to control space on the map.
he who has control of the map controls the pace and speed of the game.

with roach ling bling, you have no units to control space, therefore terrans will dictate the game to their liking with drops, meaning you will always be on the back foot.

without mutas (our only unit to control space now that the new infestor change changed it to a dps caster)
you just cant dictate pace at all as zerg.

which is why mutas are used as much as they are now. getting a flock of mutas allows you to a degree halt the movement of terran and slow the game to your liking.

sure they can push out to attempt to just gofucking kill you, sure they can contest your map control with their own mass drops. but that just adds to the dynamics of the match up.

however on the smaller maps in the current map pool (xelnaga and the likes) a unit composition like this could perhaps be more effiecient due to the fact there is less space to defend.

dont get me wrong. adding roachs after you have your muta flock is increadably useful because they are alot more larva efficient then lings, and give some adaptability when terran might decide to transition to mass thors.

but overall skipping mutas for roachs. essentially says to the terran "here you have map control ill just defend and macro up"
Forever ZeNEX.
dementrio
Profile Joined November 2010
678 Posts
March 09 2011 23:20 GMT
#11
This does not convince me, because roaches
a) have almost no DPS (compared to having more ling/blings instead), especially since you're unlikely to upgrade ranged attack, and
b) have almost the same hp/cost as lings.

I don't think the diminishing returns argument can be applied because, except in the case of mech, terrans would be foolish to keep their army clustered and the only time you have more lings than you can attack with is when you're trying or are forced to engage in a small choke, in which case I don't think roaches would help you much.

Every time I've tried adding roaches to my midgame composition i've regretted it, because they always seem to die (with that deeply unsatisfying "pop" sound) before they can do anything. Sure they tanked some damage but that in itself is not enough, as you have to sacrifice banelings to get them, and at the end of the engagement I've always felt that just having more lings would have worked out better. Especially since lings are quick enough that they can at least cause some friendly splash, while roaches usually die before they can get 1 hit off.
afiddy
Profile Blog Joined November 2006
Canada108 Posts
March 09 2011 23:27 GMT
#12
Isn't the problem here the synergy between the upgrades and the units being used? Melee and carapace upgrades affect both banelings and lings where as only carapace will be added onto the roaches. Also tanks receive damage bonuses against the armored roaches and they are smaller so the banelings will pop from splash whenever the roaches are hit.

I think a good way to play zerg (or at least to experiment) is to stall with ling/bane/muta until you can take your third/fourth. Then eventually transition into ultra/bane which has at least some potential in wrecking terran armies, although most people probably think this is silly, especially the high tier players (which is why the top tier zergs stick to massing up mutas and harassing the terran until a gaping hole is shown in their defenses, in where they bum rush with ling/banes).
Alpha and Omega.
jrdn
Profile Joined September 2010
United States132 Posts
March 09 2011 23:31 GMT
#13
I agree with the OP. I have been using ling/bling/roach for a few months now and have great success. As far as mutas are concerned...I generally get a spire shortly after lair for defensive reasons...then if I see typical drop/banshee play I morph 5-6 corruptors. Corruptors work very well with this composition as you are more able to meet the army head on. During the fight your 5-6 corruptors take out all their medivacs/banshees (corruptor have higher dps than mutas) as they survive a long time against marines / thors and have a low attack priority.
“The sole purpose of an opening is to achieve a playable midgame”
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 09 2011 23:33 GMT
#14
Could you give a general outline of the way you're going to go about adding roaches to your composition? What triggers you to throw down a roach warren? Are you skipping mutas and infestors entirely? Are you delaying them? Are you going light on them?

The process of going ling/bling/muta is generally understood, but if you're adding roaches, where are you cutting other gas units?

I like the guide, but please go a little more in depth!
Teching to hive too quickly isn't just a risk: it's an ultrarisk
dementrio
Profile Joined November 2010
678 Posts
March 09 2011 23:36 GMT
#15
I forgot to mention that I assume you are cutting resources from the ling/bane and not from mutas.
If you cut mutas terran can go heavier on tanks and add marauders, there's no way you can beat that with a pure ground army.
GreatestThreat
Profile Joined May 2010
United States631 Posts
Last Edited: 2011-03-09 23:53:09
March 09 2011 23:50 GMT
#16
Siege's ZvT Guide uses this composition, I'm surprised more people apparently haven't read it... Will edit with the link in a sec.

Here it is: http://www.teamliquid.net/forum/viewmessage.php?topic_id=176625

Probably the best written guide I've ever seen on this site.

And thanks to the OP for this write-up too, the pictures especially were a great touch.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 10 2011 00:00 GMT
#17
@Xirroh
@afiddy

Regarding upgrades, for the roaches I tend to go with speed only, not burrow/movement. I've thought about it, but it's difficult to justify the gas cost. I agree that the melee/ranged attack upgrades are at odds with this composition. Personally I have found getting melee attack and carapace is most effective, since the roach is being used primarily in a tanking role. However, if economy permits, or terran is going heavier on mech, I will aim for earlier ranged attack.

@Lobotomist

Very broadly speaking, I tend to treat a factory with add-on as a trigger for the roach den, and a starport as a trigger for a spire (due to the risk of drops). The timing of the baneling nest relative to lair depends on how much early bio pressure the Terran is applying.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
whatthefat
Profile Blog Joined August 2010
United States918 Posts
March 10 2011 00:01 GMT
#18
@GreatestThreat

That is a very nice guide, thanks for the link.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
GreatestThreat
Profile Joined May 2010
United States631 Posts
Last Edited: 2011-03-10 00:04:48
March 10 2011 00:03 GMT
#19
On March 10 2011 09:01 whatthefat wrote:
@GreatestThreat

That is a very nice guide, thanks for the link.


Thank you for reminding me of it with your own thread .

I think you'll find some of the replays on there especially helpful to making your case.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
targ
Profile Blog Joined December 2010
Malaysia445 Posts
March 10 2011 02:31 GMT
#20
On March 10 2011 09:00 whatthefat wrote:

@Lobotomist

Very broadly speaking, I tend to treat a factory with add-on as a trigger for the roach den, and a starport as a trigger for a spire (due to the risk of drops). The timing of the baneling nest relative to lair depends on how much early bio pressure the Terran is applying.


But then, wouldn't you feel that in every TvZ, there is a factory with an add-on for producing siege tanks? I've never played against a terran who didn't have one in the midgame. Personally I would add a roach den if I saw a second factory though.
http://billyfoong.blogspot.com/ my other opinions are here
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