I am a grandmaster-level zerg (TOP 50 in china server and master level in Korean server)I am
from china and I live in China,so my English might not be so good. But I really want to
improve my English skills while talking with you.I have been playing zerg for 1 year and tried
lots of strategies.Some works and some don’t.I am here to share some of my best strategies.
7 roaches opening (Not a rush opening) (for ZVT,ZVP)
+ Show Spoiler +
I remember clearly how I was defeated by all sorts of annoying strategies like 4 gates ,viod
ray,DT RUSH,4RAXes all innings,4 banshee at a very early time,dropping the blue flame
hellions,etc.I mean these strategies really pissed me off .And I wonder whether zerg players
have no choice but to guess and defend at the early game?All zerg players know it’s very hard
to scout unless you sacrifice an overlord.At that time,I came up with a strategy that solved
this problem,.
Standard Build Order:
13d pool
16d gas (the time you have 100 minerals will be the best)
15d overlord
When the pool is done,make 4 lings and 1 queen.
The next larva is for drone and then save the larva.Don’t throw down the Roach warren
until the 4/5 of the morphing process of the queen.It’s the very best time to do it.You do
this to ensure you a better economy and it’s the best way to hide your strategy.Before
the 7 roaches is popped out,1 ling should make a good scouting.The other 3 lings and queen
keep the SCV out of your base.My best record of 7 roaches popping out is 4:55,I believe you
can it too.One more importing thing to remember is to control your overlord to fly a proper
route.When your roaches are coming out,it’s time to move your overlord to make sure you
can attack something at his base with the view of the overlord.
Now it’s in your pace.While you are having a good push in the front,another importing thing
is how you developed in your base.
After get the 7 roaches,the Build order(A general one):
1 overlord, 3-drone-gas switches to 1-drone-gas.
QUEEN Spawn two creeps continuously
Throw down your second base
The second queen
Wait for 100 gas,upgrade the speed of lings
Wait for 70 gas,throw down the evo chamber
Wait for 100 gas,upgrade the +1 attack of lings
During the process,all larvas should become as many drones as possible.Build one spine
if necessary.
If you have a good micro of roaches,you can seriously influence your opponents’ pace and win
yourself a long time to make drones safely.
The purpose of the strategy is not to rush and win the game,it’s to scout the opponent
’s tech through pushing and ensure we can expand our second base safely.
situation not suitable:
ZVP:FOUR GATES at a very early time and with a good micro
ZVT:4RAXES ALL-ININGS
situation win you a great advantage
ZVT: quick Hellion 1 RAX CC
ZVP:DT RUSH, VIOD-RAY RUSH,or any other quick-tech rush,or a quick expansion with a few
sentries and zealots.The cannon expansion is very special one(next time I’ll tell you how to
cope with it)
It really works at the Xel'Naga Caverns and the similar short distance maps.
But for the long distance map like Shakuras Plateau or Tal'darim Altar LE,The strategy is not
recommended.Terran and Protoss can easily block their ramp and build some defense.
Replays
(ZVP)7roaches opening http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248940
(ZVT)7roaches opening http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233893
FOR THE ZVT,another two general openings I am using are 14D speed-ling opening and 15
hatch.Next time I will talk about them.Due to my English skill,it’ll take a very long time to
write down what I am thinking.(I promise I’ll make it a complete series a few days
later.About how to cope with all sorts of harassment terran can make at the early game)
ray,DT RUSH,4RAXes all innings,4 banshee at a very early time,dropping the blue flame
hellions,etc.I mean these strategies really pissed me off .And I wonder whether zerg players
have no choice but to guess and defend at the early game?All zerg players know it’s very hard
to scout unless you sacrifice an overlord.At that time,I came up with a strategy that solved
this problem,.
Standard Build Order:
13d pool
16d gas (the time you have 100 minerals will be the best)
15d overlord
When the pool is done,make 4 lings and 1 queen.
The next larva is for drone and then save the larva.Don’t throw down the Roach warren
until the 4/5 of the morphing process of the queen.It’s the very best time to do it.You do
this to ensure you a better economy and it’s the best way to hide your strategy.Before
the 7 roaches is popped out,1 ling should make a good scouting.The other 3 lings and queen
keep the SCV out of your base.My best record of 7 roaches popping out is 4:55,I believe you
can it too.One more importing thing to remember is to control your overlord to fly a proper
route.When your roaches are coming out,it’s time to move your overlord to make sure you
can attack something at his base with the view of the overlord.
Now it’s in your pace.While you are having a good push in the front,another importing thing
is how you developed in your base.
After get the 7 roaches,the Build order(A general one):
1 overlord, 3-drone-gas switches to 1-drone-gas.
QUEEN Spawn two creeps continuously
Throw down your second base
The second queen
Wait for 100 gas,upgrade the speed of lings
Wait for 70 gas,throw down the evo chamber
Wait for 100 gas,upgrade the +1 attack of lings
During the process,all larvas should become as many drones as possible.Build one spine
if necessary.
If you have a good micro of roaches,you can seriously influence your opponents’ pace and win
yourself a long time to make drones safely.
The purpose of the strategy is not to rush and win the game,it’s to scout the opponent
’s tech through pushing and ensure we can expand our second base safely.
situation not suitable:
ZVP:FOUR GATES at a very early time and with a good micro
ZVT:4RAXES ALL-ININGS
situation win you a great advantage
ZVT: quick Hellion 1 RAX CC
ZVP:DT RUSH, VIOD-RAY RUSH,or any other quick-tech rush,or a quick expansion with a few
sentries and zealots.The cannon expansion is very special one(next time I’ll tell you how to
cope with it)
It really works at the Xel'Naga Caverns and the similar short distance maps.
But for the long distance map like Shakuras Plateau or Tal'darim Altar LE,The strategy is not
recommended.Terran and Protoss can easily block their ramp and build some defense.
Replays
(ZVP)7roaches opening http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248940
(ZVT)7roaches opening http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233893
FOR THE ZVT,another two general openings I am using are 14D speed-ling opening and 15
hatch.Next time I will talk about them.Due to my English skill,it’ll take a very long time to
write down what I am thinking.(I promise I’ll make it a complete series a few days
later.About how to cope with all sorts of harassment terran can make at the early game)
Now let’s move to the fascinating macro of ZVT----core of my strategy.
+ Show Spoiler +
In my mind,zerg is the best race-Agile,flexible
On the contrary,It takes a long time for terran to push to zerg’s Natural and to supply the
front army.
Trust me,zerg player can never beat a terran player if you don’t know how to separate
terran’s armies.
Alaways maintaining a good mobible army is very essential.
At the early game,it could be SPEEDLINGS.
MID GAME,MUTA and SPEEDLINGS is perfect.
In my opinion,economy is much more important than quick tech in ZVT,so what I am
talking here is based on my unique opening-you should have a Good Creep spread,a good control
of minerals gases,I generally put my second extractor very late,but putting down my third base
is quite early.
In the MID-GAME,based on your scouting,if he goes for
1.one base quick tech, whatever quick hellions, banshee rush,quick drop or anything else.
The solution is to make as many queens as possible,and third base is priority to
Lair,even you can throw down your fourth hatch to ensure you a great number of larvas.In
general ,4-5 queen is ok,it can block ramps as well,all sorts of tactics terran can play seems
useless.And REMEMBER, Creep spreading is very important,never stop it with so many queens.
2.Typicalbio Expand,with the combination of marines and tanks and medivacs,pushing out at
the time of 8:30-10:00.
If terran played like this,no harassment,no hellions,it’s time for your mobile amry to
shine,grab the watch towers,and put 1 ling just in front of his natural.As his Army is coming
out,it’s time for you to sneak into his base, cutting his reinforcements and do some damage
to his economy.Seperate terran’s units and break them!
3.the combination of marines and marauders,keeps put pressure on you.
You can cope with it easily with lings and banelings,speed upgraded.Even if terran player
micro perfectly,your combination can easily handle it.But remember,don’t hurry to enagage
with him ,cut the reinforcements and upgrade your attack and carapace is much more important.
download replay:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233896
Three typical ways how terran will play in the mid-game.Mech strategy is powerful ,I will
discuss it later.
Remenber these thing I play in the mid-game;
quickly upgrade the speed of lings,quickly upgrade +1 melee attacks.After you lair,the
first thing is to upgrade +2 melee attacks and +1 ground carapace.With the time passing by,the
quality of Your army is becoming better and better.I am introducing a way that will make you
army stronger with the time pass by.
Here we go, the most amazing part of my stratedy,the late game of ZVT.
Spine clawer is a leading role,the general combination are speedlings,a few
banelings,muta,infestor,tons of spines and nydus worm.The way I play in the late game is like
the Chinese kungfu- tai chi.Seldom do I attack terran's main amry ,instead defensing,sneaking
and harassing is my approach.
About how to expand and how to protect your expansion
In my ZVT competition, defense is the core.Spine clawer is my favourite. REMENBER,never ever
engage with a terran army if yours is less powerful than his!Choose a furthest point to expand
your 4th or 5th considering the poor mobility of terran (your third base can be near though.)
Build one nydus worm near any new base,it’s a easy way to deliver drones to work and
infestors to defend.Build 5+ spines around your new base.Infestor is indispensable for
defending your bases.Every base should at least equipped with one Infestor,At the center of
the battlefield,building 20+ spine clawers will be a normal thing for me,provided with 4-5
infestors.These things formed a very solid defense system,Terran ‘s pushing is delayed by
your spine wall.It wins you huge amounts of time and ensure you a very steady economy.
Now it’s time to counterattack!
By the way,never ever let terran expand to his fourth,never!
Two ways to attack
First,tons of +3attack +3carapace muta,with nydus worm delivering lings to his base.
It’s very essential to keep your muta,muta is vulnerable if it’s not in great number.Do
not engage with his main army,instead head to his original base and destroy all his building
(REMENBER TO keep your muta in a large number!!!If tons of marines come back,just fly away
and find somewhere else you can attack. Poor mobility makes Terran impossible to defend
everywhere) Completly destroy his economy and Command Center.Now it’s your time to decide
when to have a good engagement,I think he’ll GG before you do that.Large numbers of muta is
suitable for a wide and large map,such as Tal'darim Altar LE .
Second,let’s go for brood lords,maybe 8-10 brood lords is ok.
With some lings and infestors,the terran army can’t hold it.If he has some Vikings,go for
hydralisks or just corruptors.This tactic is suitable for a small narrow map like Xel'Naga
Caverns.Terran’s base can be easily attacked.If you go for brood lords in a wide big map,it
can be easily shot down by mass marines or Vikings and it moves so slowly and it takes too
long a time for them to join the front battlefield.
ZVT is all about patience. Cultivate your patience and you will win the game.
(Some details of other two opening and how to cope with mech in the late games I’ll write in
the the later days)
replay download: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233898
the power of mass muta and spine defense system is showed is this replay.
On the contrary,It takes a long time for terran to push to zerg’s Natural and to supply the
front army.
Trust me,zerg player can never beat a terran player if you don’t know how to separate
terran’s armies.
Alaways maintaining a good mobible army is very essential.
At the early game,it could be SPEEDLINGS.
MID GAME,MUTA and SPEEDLINGS is perfect.
In my opinion,economy is much more important than quick tech in ZVT,so what I am
talking here is based on my unique opening-you should have a Good Creep spread,a good control
of minerals gases,I generally put my second extractor very late,but putting down my third base
is quite early.
In the MID-GAME,based on your scouting,if he goes for
1.one base quick tech, whatever quick hellions, banshee rush,quick drop or anything else.
The solution is to make as many queens as possible,and third base is priority to
Lair,even you can throw down your fourth hatch to ensure you a great number of larvas.In
general ,4-5 queen is ok,it can block ramps as well,all sorts of tactics terran can play seems
useless.And REMEMBER, Creep spreading is very important,never stop it with so many queens.
2.Typicalbio Expand,with the combination of marines and tanks and medivacs,pushing out at
the time of 8:30-10:00.
If terran played like this,no harassment,no hellions,it’s time for your mobile amry to
shine,grab the watch towers,and put 1 ling just in front of his natural.As his Army is coming
out,it’s time for you to sneak into his base, cutting his reinforcements and do some damage
to his economy.Seperate terran’s units and break them!
3.the combination of marines and marauders,keeps put pressure on you.
You can cope with it easily with lings and banelings,speed upgraded.Even if terran player
micro perfectly,your combination can easily handle it.But remember,don’t hurry to enagage
with him ,cut the reinforcements and upgrade your attack and carapace is much more important.
download replay:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233896
Three typical ways how terran will play in the mid-game.Mech strategy is powerful ,I will
discuss it later.
Remenber these thing I play in the mid-game;
quickly upgrade the speed of lings,quickly upgrade +1 melee attacks.After you lair,the
first thing is to upgrade +2 melee attacks and +1 ground carapace.With the time passing by,the
quality of Your army is becoming better and better.I am introducing a way that will make you
army stronger with the time pass by.
Here we go, the most amazing part of my stratedy,the late game of ZVT.
Spine clawer is a leading role,the general combination are speedlings,a few
banelings,muta,infestor,tons of spines and nydus worm.The way I play in the late game is like
the Chinese kungfu- tai chi.Seldom do I attack terran's main amry ,instead defensing,sneaking
and harassing is my approach.
About how to expand and how to protect your expansion
In my ZVT competition, defense is the core.Spine clawer is my favourite. REMENBER,never ever
engage with a terran army if yours is less powerful than his!Choose a furthest point to expand
your 4th or 5th considering the poor mobility of terran (your third base can be near though.)
Build one nydus worm near any new base,it’s a easy way to deliver drones to work and
infestors to defend.Build 5+ spines around your new base.Infestor is indispensable for
defending your bases.Every base should at least equipped with one Infestor,At the center of
the battlefield,building 20+ spine clawers will be a normal thing for me,provided with 4-5
infestors.These things formed a very solid defense system,Terran ‘s pushing is delayed by
your spine wall.It wins you huge amounts of time and ensure you a very steady economy.
Now it’s time to counterattack!
By the way,never ever let terran expand to his fourth,never!
Two ways to attack
First,tons of +3attack +3carapace muta,with nydus worm delivering lings to his base.
It’s very essential to keep your muta,muta is vulnerable if it’s not in great number.Do
not engage with his main army,instead head to his original base and destroy all his building
(REMENBER TO keep your muta in a large number!!!If tons of marines come back,just fly away
and find somewhere else you can attack. Poor mobility makes Terran impossible to defend
everywhere) Completly destroy his economy and Command Center.Now it’s your time to decide
when to have a good engagement,I think he’ll GG before you do that.Large numbers of muta is
suitable for a wide and large map,such as Tal'darim Altar LE .
Second,let’s go for brood lords,maybe 8-10 brood lords is ok.
With some lings and infestors,the terran army can’t hold it.If he has some Vikings,go for
hydralisks or just corruptors.This tactic is suitable for a small narrow map like Xel'Naga
Caverns.Terran’s base can be easily attacked.If you go for brood lords in a wide big map,it
can be easily shot down by mass marines or Vikings and it moves so slowly and it takes too
long a time for them to join the front battlefield.
ZVT is all about patience. Cultivate your patience and you will win the game.
(Some details of other two opening and how to cope with mech in the late games I’ll write in
the the later days)
replay download: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233898
the power of mass muta and spine defense system is showed is this replay.
OK,let’s see some ZVZ strategies.
Accually I am not very good at zvz,but there’s one opening I am quite confident with.
+ Show Spoiler +
Here’s the build order:
10 extractor trick for both exractor,but cancel just one extractor.
Pull 2 drone to the exractor.Wait a moment and then pull the third one into it..Don’t pull
them to minerals until you have 88 gas.
Wait for 200 minerals,build pool
10 overlord
11 get one drone.Build a queen and upgrade speed of lings at the same time as your pool is
done.There will be a waste of larvas,but it’s ok.Then you should make all your larvas into
speedlings.Your queen will pop out at a very early time,so your spawning larva is much quicker
than your opponent,which means you can have far more speedlings than his and have the map
control. A normal 14 drone exractor will complete speed upgrade at 5:00.However yours is
4:30,and with 10+ lings ahead your opponent. And any 9pool 8 pool 7 pool 6 pool will be a joke
competing with you.
If you opponent goes for
14D speedlings and quick expand
Though his expansion is quick,it is dangerous and he is short of lings to compete with you.He
will absolutely lose his second base unless he keeps producing lings and have a incredible
micro.(Here’s a trick.When your first 4 lings poped out,take one for scouting and the other
three hold on your ramp to prevent your opponent’s lings from scouting.It can really puzzle
your opponent,because the time your ling coming out is just like a normal 13d
opening.Generally your opponents ling’ll come out and scout,but it’s slow lings,you can
easily beat them between 4:30-5:00 with speed lings.)With your reinforcements joining the
front lings,it’s time to push to his ramp to see if you can beat him at the early
game.Normally he can’t hold it,at least he’ll lose a great number of drones.(Drone hard
when your pushing start,and build the second queen,because he may transfer to banelings or
roaches.It’s meaningless to keep pushing)I believe when the first pushing is over,your
drone is 3-5 ahead your opponent.This really win you a great advantage,it’s much easier to
beat him in the later game.
15D hatchery
15D hatchery makes me confused whether my opening works.I was defeated at the Tal'darim Altar
LE on the Korean server by 15D hatchery.Due to the long distance,he defended my first pushing
successfully with 2 queens and some lings.And all my speedlings died.There’s no way I can
play at that circumstances.So coping with the 15D hatchery,rush is the only way.The game will
end at the early time.However,I think most people can’t hold it when he goes for 15D hatchery
if you can hide your opening well.However,the opening is still not recommended in a long
distance map.
14D speedlings and banelings
If he goes for banelings at an early time,the best way is to put pressure on him,micro
speedlings to consume his banelings and win you some time to drone hard and resume collecting
gases.Don’t forget to build a spine clawer(ensure you a safe expansion in the late game) and
a second queen, which helps a lot in spreading creep and blocking ramp. When you have 50
gases,throw down your baneling nest.
Quick roach openings
If he goes for roach at an early time,the number of them won’t be sufficient to defend your
push,which means you can at least kill some of his drone.
The purpose of this opening is to have an early control of the map and you can drone
safely.On the other hand,you don’t need to worry about a rush opening,but 6 pool still works
in short-distance maps.So it depends on your micro.
10D replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233899
10 extractor trick for both exractor,but cancel just one extractor.
Pull 2 drone to the exractor.Wait a moment and then pull the third one into it..Don’t pull
them to minerals until you have 88 gas.
Wait for 200 minerals,build pool
10 overlord
11 get one drone.Build a queen and upgrade speed of lings at the same time as your pool is
done.There will be a waste of larvas,but it’s ok.Then you should make all your larvas into
speedlings.Your queen will pop out at a very early time,so your spawning larva is much quicker
than your opponent,which means you can have far more speedlings than his and have the map
control. A normal 14 drone exractor will complete speed upgrade at 5:00.However yours is
4:30,and with 10+ lings ahead your opponent. And any 9pool 8 pool 7 pool 6 pool will be a joke
competing with you.
If you opponent goes for
14D speedlings and quick expand
Though his expansion is quick,it is dangerous and he is short of lings to compete with you.He
will absolutely lose his second base unless he keeps producing lings and have a incredible
micro.(Here’s a trick.When your first 4 lings poped out,take one for scouting and the other
three hold on your ramp to prevent your opponent’s lings from scouting.It can really puzzle
your opponent,because the time your ling coming out is just like a normal 13d
opening.Generally your opponents ling’ll come out and scout,but it’s slow lings,you can
easily beat them between 4:30-5:00 with speed lings.)With your reinforcements joining the
front lings,it’s time to push to his ramp to see if you can beat him at the early
game.Normally he can’t hold it,at least he’ll lose a great number of drones.(Drone hard
when your pushing start,and build the second queen,because he may transfer to banelings or
roaches.It’s meaningless to keep pushing)I believe when the first pushing is over,your
drone is 3-5 ahead your opponent.This really win you a great advantage,it’s much easier to
beat him in the later game.
15D hatchery
15D hatchery makes me confused whether my opening works.I was defeated at the Tal'darim Altar
LE on the Korean server by 15D hatchery.Due to the long distance,he defended my first pushing
successfully with 2 queens and some lings.And all my speedlings died.There’s no way I can
play at that circumstances.So coping with the 15D hatchery,rush is the only way.The game will
end at the early time.However,I think most people can’t hold it when he goes for 15D hatchery
if you can hide your opening well.However,the opening is still not recommended in a long
distance map.
14D speedlings and banelings
If he goes for banelings at an early time,the best way is to put pressure on him,micro
speedlings to consume his banelings and win you some time to drone hard and resume collecting
gases.Don’t forget to build a spine clawer(ensure you a safe expansion in the late game) and
a second queen, which helps a lot in spreading creep and blocking ramp. When you have 50
gases,throw down your baneling nest.
Quick roach openings
If he goes for roach at an early time,the number of them won’t be sufficient to defend your
push,which means you can at least kill some of his drone.
The purpose of this opening is to have an early control of the map and you can drone
safely.On the other hand,you don’t need to worry about a rush opening,but 6 pool still works
in short-distance maps.So it depends on your micro.
10D replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233899
HOOOO,I have to take a rest,it takes me such a long time to write down this and promise I’
ll complete the rest of my strategy.But I can’t wait to create my topic and see your
response.I am wondering whether you can understand what I am talking about.I believe there are
many grammar mistakes in my article.I just want to read more threads and watch more VODS to
improve my writing skill,ensuring to share the best my of ZVP strategy.
Some other replays i want to share with you at the moment,and i'll discuss them later in
my thread.
+ Show Spoiler +
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233890
How to win the game through mass muta in ZVP(sacrifice your orginal base and nartural but
destory his base completely)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233892
how to make a 3 base rush(Hydralisk&lings)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233900
a new thought on how to play in the late game of ZVZ(using mass infestor)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233897
How to beat terran without muta.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233895
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233894
two replay about how to beat a mass mech army in the late game of ZVT.
How to win the game through mass muta in ZVP(sacrifice your orginal base and nartural but
destory his base completely)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233892
how to make a 3 base rush(Hydralisk&lings)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233900
a new thought on how to play in the late game of ZVZ(using mass infestor)
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233897
How to beat terran without muta.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233895
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=233894
two replay about how to beat a mass mech army in the late game of ZVT.
OK,i think the essence of all my strategy is "避实击虚".AHA,i know most of you don't
understand these four characters.But it doesn't matter,just experience them in my replays.
One more thing,feel free to PM me.
And this is my MSN: pppjjjsss@126.com
If you want to play with me,you can contact me with the MSN.
I can play at the NA server,Korean server.
I am looking forward to make friends with you.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hi guys i am back ,today is 2012.1.7. I have accomplished my ZVZ and ZVP part,enjoy!
It has been maybe four months since I posted my first thread. But I never stop playing sc2, so
I come up with some new ideas to share with you.
ZVZ
+ Show Spoiler +
Let’s start with ZVZ matchup, which really confused me for a long time.However these days, I
find some key points to win this matchup.
Before that, ask yourself a question. Do you have an over-all game plan?
Not only in ZVZ(also in ZVT and ZVP), it’s the very basic quality you required if you want to
be a really good player.
Let me give you an example. My ZVZ over-all game plan is as follows:
Early-game: try to scout opponent’s army scale and drone number through speedling sneaking or
banelings. And based what I’ve scouted, I can decide when to stop droning, when to throw down
a roach Warren, how many spines should I build and when to update my lair. The critical point
in the early-game is to get as many drones as possible , which provide a solid foundation for
your economy.
OK, now we move to the mid-game , we have to choose our tech. Muta or infestor? Roach or
hydralisk?
Nono, it’s important but which to choose is not the most important. You may ask what should I
do to ensure a solid win? The answer is to be always economically head of your opponent(For
example, you should expand your third earlier than your opponent and deny your opponent’s).
That’s the critical point. We also have two ways to do that, one is strengthen our own
economy, the other is to slow down your opponent’s economy. Most of the time, a good player
can do both thing at the same time.
Personally, I prefer the muta tech, which makes me feel active in the mid-game.
OK, remember again. Two things you should do in and after the mid game, one is to strengthen
your own economy, one is to destroy your opponent’s. Here’s some details of transition from
the mid-game.
Muta → roaches →mass infestors and mass spine clawers(2BV updating attack and carapace) if
your opponent goes for a typical roach/hydralisk/infestor combination.
Muta→mass muta →mass infestors and mass spine clawers if your opponent goes for mass muta in
the mid game.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248943
a typical muta play against infestor&roach&hydralisk. The best thing i do in this replay is to
kill his third.
If you are wondering what is the ultimate combination of ZVZ?
My answer is mass infestors and mass spines. Being attacked from all diretions by burrowed infestors,
watching the spine sea waving their bodies, your opponents will go crazy. You may
say Broodlords or ultra will work. Try itself with your friends. You’ll believe me, mass
infestors = imba.
Try to organize multiple attacking in the late game to accomplish your task(strengthen your
economy, destroy your opponent’s).
Now if you are clear about your ZVZ over-all game plan, let me introduce another practical
opening for ZVZ.
Standard build order:
It’s mostly like a speedling opening but it’s very quick in baneling and expansion.
See in my replays.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248942
this replay shows the details of my opening and what to do when you reach 200 and have a lot
of minerals.
It's exciting when i engage with my opponents. Don't miss it.
The initial four banelings are very important, how to hide them is something you have to think
deeply.
I think this opening is suitable for a long-distance map. (Cause you have more space to hide
your banelings).
And this is obviously not an aggressive play, all I want to do is to drone a lot more than my
opponent. Four banelings can make him nervous and attracting his attention from the front
battlefield. The game pace is under your control.
Some details you should pay attention in the replay.
Drone to 16 and then make 4 lings and then 1drone and then it depends on your scouting.
1 spine clawer is required.
find some key points to win this matchup.
Before that, ask yourself a question. Do you have an over-all game plan?
Not only in ZVZ(also in ZVT and ZVP), it’s the very basic quality you required if you want to
be a really good player.
Let me give you an example. My ZVZ over-all game plan is as follows:
Early-game: try to scout opponent’s army scale and drone number through speedling sneaking or
banelings. And based what I’ve scouted, I can decide when to stop droning, when to throw down
a roach Warren, how many spines should I build and when to update my lair. The critical point
in the early-game is to get as many drones as possible , which provide a solid foundation for
your economy.
OK, now we move to the mid-game , we have to choose our tech. Muta or infestor? Roach or
hydralisk?
Nono, it’s important but which to choose is not the most important. You may ask what should I
do to ensure a solid win? The answer is to be always economically head of your opponent(For
example, you should expand your third earlier than your opponent and deny your opponent’s).
That’s the critical point. We also have two ways to do that, one is strengthen our own
economy, the other is to slow down your opponent’s economy. Most of the time, a good player
can do both thing at the same time.
Personally, I prefer the muta tech, which makes me feel active in the mid-game.
OK, remember again. Two things you should do in and after the mid game, one is to strengthen
your own economy, one is to destroy your opponent’s. Here’s some details of transition from
the mid-game.
Muta → roaches →mass infestors and mass spine clawers(2BV updating attack and carapace) if
your opponent goes for a typical roach/hydralisk/infestor combination.
Muta→mass muta →mass infestors and mass spine clawers if your opponent goes for mass muta in
the mid game.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248943
a typical muta play against infestor&roach&hydralisk. The best thing i do in this replay is to
kill his third.
If you are wondering what is the ultimate combination of ZVZ?
My answer is mass infestors and mass spines. Being attacked from all diretions by burrowed infestors,
watching the spine sea waving their bodies, your opponents will go crazy. You may
say Broodlords or ultra will work. Try itself with your friends. You’ll believe me, mass
infestors = imba.
Try to organize multiple attacking in the late game to accomplish your task(strengthen your
economy, destroy your opponent’s).
Now if you are clear about your ZVZ over-all game plan, let me introduce another practical
opening for ZVZ.
Standard build order:
It’s mostly like a speedling opening but it’s very quick in baneling and expansion.
See in my replays.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248942
this replay shows the details of my opening and what to do when you reach 200 and have a lot
of minerals.
It's exciting when i engage with my opponents. Don't miss it.
The initial four banelings are very important, how to hide them is something you have to think
deeply.
I think this opening is suitable for a long-distance map. (Cause you have more space to hide
your banelings).
And this is obviously not an aggressive play, all I want to do is to drone a lot more than my
opponent. Four banelings can make him nervous and attracting his attention from the front
battlefield. The game pace is under your control.
Some details you should pay attention in the replay.
Drone to 16 and then make 4 lings and then 1drone and then it depends on your scouting.
1 spine clawer is required.
Oh ye, now let’s see some strategies about ZVP now.
+ Show Spoiler +
What I am talking about all the time is the “over-all game plan”.
I am a lazy man, a very lazy man. So I decide not to go deeply into all the details. Such as
the standard build order or whatever. I think a replay can substitute for it.
So I’ll mainly talk about my thought on this matchup and how to react to your opponent under
some circumstances.
Ask yourself, did you play ZVT and ZVP in the same way? I mean besides you won’t produce the
same army, is there anything difference? Let me give you my answer. In a short way, ZVT
economy > army. But ZVP is the opposite, army > economy .Let me explain, terran’s push is
slow and he may siege and unsiege his tank, which gives you a lot of time to strength your
economy. My ZVT strategy is inspired by the BroodWar player sAviOr(IPXZERG).So I tend to play
ZVT in a sustainable way rather than in an aggressive way. I tried to do the same thing in
zvp. But I kept failing all the time. Once Protoss has expanded his third or more, it seems
impossible to compete with protoss’s mixed armies(I mean the ground unit). I beat protoss in
the late game only by mass mutas. I have to commit mass mutas are IMBA. But that’s seems the
only way zerg player have chance to win protoss in the late game. However, the transition in
the mid-game is very dangerous. You don’t know when he’ll coming out and give you a timing
attack, besides, your muta isn’t upgrated(0 attack).
So I tried to play another way, the aggressive way.
My opening is a general 14D speed ling expand. The advantage is to restrict his scouting and
to control the map easily in the early game.
Then it’s a 2 base 3 hatchery pace. (For details you can download my replays.)
In the mid-game, what you have to do is based on what your opponent’s choice is. Two timing
for overlord scouting. One is around 7 minutes. One is when your lair update is finished, you
can morph an overseer to have a throughout scouting. The scouting in the mid-game is very very
very important!!!
And remember these things in ZVP:
IF your army is positive, never ever stop attacking!! Attack your opponent in every body
position. My critical attacking point is my opponent’s mineral line. Most of the time, I’ll
put my overlord in a particular position and then fill it with 4 or 8 banelings and then fly a
beautiful route to accomplish our bombing task, it is a multiple task, you have to attack in
the front battlefield at the same time to attract his attention.
Multiple attacking is the way I control the game pace of ZVP.
Never stop attacking…
Never stop attacking…
Never stop attacking…
Never stop attacking…
Remember in mind.
Now my big problem is how to win ZVP if P have already expand his fourth. I seldom win under
that circumstances. I want to discuss with you about this problem.
Now I want to analyze some typical protoss playing and how to react to them.(Based on my 2
base 3 hatchery)
Now most protoss try to make a FFE opening. SO let’s start with this.
All strategies follows are based on a FFE opening.
1. An immortal and sentry PUSH
Immortal+sentry+zealot+stalker
Very powerful against heavy roach army.
Have you ever thought of making mass +2 speedlings and banelings to hold this? But remember,
you should upgrade the speed and drop of your overlords.(Very important)
And you can multiple-task him through dropping zerglings in his main and hold his push easily
by dropping banelings on his head and your +2 zerglings will end the push.
This is very effective against this kind of push.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248945
2. stargate harassment
One viod-ray or a little bit of phoenixes
Upgrade the speed and the drop at once when the lair is finished.
And then you have to drop everywhere, in his main, in his natural.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248945
it's a very exciting replay,it's quick in pace. Mutiple task is everywhere. DROP DROP DROP!!
In this replay, although his phoenixes have found my overlords, my army still arrived in his
main and did a lot damage. This is how I control the game pace.
3. 7 gateway push
A few sentries, stalkers and zealots
This push is mainly depends on the protoss micro.
I remember MC VS DRG on Shakuras Plateau in GSL. MC pushed to DRG’S natural with 12 sentries,
and his forcefield is pretty cool. That time DRG failed to hold the push although he had
upgraded the burrow. Burrow is necessary to hold that sentry heavy army. Don’t hurry to
engage with him. Burrow properly and wait for your reinforcement to pop out. Mass lings and
roaches will hold this.
4. +3 fast colossus and mass stalkers without sentries
Simple way: upgrade burrow and burrow move for roaches.
Produce mass roaches to end the battle.
5. +1 +2 +3 mass blink stalkers
It is really based on protoss’s micro.
Mass blink stalkers are very powerful. Roaches can’t beat them. Maybe mass +2 zerglings and
banelings are the answer.
IF your opponent goes for a 3 gateway expansion, you have to throw down the roach warren a bit
early and produce a bunch of zerglings to pick up his outside probe and destroy his outside
pylon as his army go away.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248947
This replay shows how to organize a multiple attacking in the mid-game. BTW, the baneling boom
in his mineral line is very impressive.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248946
This replay shows an aggressive way to handle this, but this map is wide and protoss can’t
protect his natural that easily. Probably not suitable in other maps.
I am a lazy man, a very lazy man. So I decide not to go deeply into all the details. Such as
the standard build order or whatever. I think a replay can substitute for it.
So I’ll mainly talk about my thought on this matchup and how to react to your opponent under
some circumstances.
Ask yourself, did you play ZVT and ZVP in the same way? I mean besides you won’t produce the
same army, is there anything difference? Let me give you my answer. In a short way, ZVT
economy > army. But ZVP is the opposite, army > economy .Let me explain, terran’s push is
slow and he may siege and unsiege his tank, which gives you a lot of time to strength your
economy. My ZVT strategy is inspired by the BroodWar player sAviOr(IPXZERG).So I tend to play
ZVT in a sustainable way rather than in an aggressive way. I tried to do the same thing in
zvp. But I kept failing all the time. Once Protoss has expanded his third or more, it seems
impossible to compete with protoss’s mixed armies(I mean the ground unit). I beat protoss in
the late game only by mass mutas. I have to commit mass mutas are IMBA. But that’s seems the
only way zerg player have chance to win protoss in the late game. However, the transition in
the mid-game is very dangerous. You don’t know when he’ll coming out and give you a timing
attack, besides, your muta isn’t upgrated(0 attack).
So I tried to play another way, the aggressive way.
My opening is a general 14D speed ling expand. The advantage is to restrict his scouting and
to control the map easily in the early game.
Then it’s a 2 base 3 hatchery pace. (For details you can download my replays.)
In the mid-game, what you have to do is based on what your opponent’s choice is. Two timing
for overlord scouting. One is around 7 minutes. One is when your lair update is finished, you
can morph an overseer to have a throughout scouting. The scouting in the mid-game is very very
very important!!!
And remember these things in ZVP:
IF your army is positive, never ever stop attacking!! Attack your opponent in every body
position. My critical attacking point is my opponent’s mineral line. Most of the time, I’ll
put my overlord in a particular position and then fill it with 4 or 8 banelings and then fly a
beautiful route to accomplish our bombing task, it is a multiple task, you have to attack in
the front battlefield at the same time to attract his attention.
Multiple attacking is the way I control the game pace of ZVP.
Never stop attacking…
Never stop attacking…
Never stop attacking…
Never stop attacking…
Remember in mind.
Now my big problem is how to win ZVP if P have already expand his fourth. I seldom win under
that circumstances. I want to discuss with you about this problem.
Now I want to analyze some typical protoss playing and how to react to them.(Based on my 2
base 3 hatchery)
Now most protoss try to make a FFE opening. SO let’s start with this.
All strategies follows are based on a FFE opening.
1. An immortal and sentry PUSH
Immortal+sentry+zealot+stalker
Very powerful against heavy roach army.
Have you ever thought of making mass +2 speedlings and banelings to hold this? But remember,
you should upgrade the speed and drop of your overlords.(Very important)
And you can multiple-task him through dropping zerglings in his main and hold his push easily
by dropping banelings on his head and your +2 zerglings will end the push.
This is very effective against this kind of push.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248945
2. stargate harassment
One viod-ray or a little bit of phoenixes
Upgrade the speed and the drop at once when the lair is finished.
And then you have to drop everywhere, in his main, in his natural.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248945
it's a very exciting replay,it's quick in pace. Mutiple task is everywhere. DROP DROP DROP!!
In this replay, although his phoenixes have found my overlords, my army still arrived in his
main and did a lot damage. This is how I control the game pace.
3. 7 gateway push
A few sentries, stalkers and zealots
This push is mainly depends on the protoss micro.
I remember MC VS DRG on Shakuras Plateau in GSL. MC pushed to DRG’S natural with 12 sentries,
and his forcefield is pretty cool. That time DRG failed to hold the push although he had
upgraded the burrow. Burrow is necessary to hold that sentry heavy army. Don’t hurry to
engage with him. Burrow properly and wait for your reinforcement to pop out. Mass lings and
roaches will hold this.
4. +3 fast colossus and mass stalkers without sentries
Simple way: upgrade burrow and burrow move for roaches.
Produce mass roaches to end the battle.
5. +1 +2 +3 mass blink stalkers
It is really based on protoss’s micro.
Mass blink stalkers are very powerful. Roaches can’t beat them. Maybe mass +2 zerglings and
banelings are the answer.
IF your opponent goes for a 3 gateway expansion, you have to throw down the roach warren a bit
early and produce a bunch of zerglings to pick up his outside probe and destroy his outside
pylon as his army go away.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248947
This replay shows how to organize a multiple attacking in the mid-game. BTW, the baneling boom
in his mineral line is very impressive.
replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=download&&id=248946
This replay shows an aggressive way to handle this, but this map is wide and protoss can’t
protect his natural that easily. Probably not suitable in other maps.
BTW, i am now in winter vacation. So i've decide to free coaching in the future to improve my oral english.
Anyone no matter what level you are wants to be coached , you can just PM me and we can make an appointment
I have a skype account. But i am still not familiar with it.
I can play on NA and Korean Server.
I coach you how to play zerg. You teach me english.