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On July 14 2011 16:40 HughJorgen wrote:Show nested quote +Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it. After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den. Does nobody see anything wrong with this? I'm a very sad Zerg ;_;. Isn't that kind of like saying, 'Generally there isn't really any way a zerg can win, so don't bother working out what they're trying to do until they get greater spire or ultra den.
I think you should probably try to look at WHY he feels that way. The reason is that he is using a decision making process that should lead him to having either blue flame hellions, tanks with siege, and/or bunkers when the logical attacks of zerg would hit and he uses scouting clues besides scouting to deduce that these things are coming. Let me break it down to show why he said all that...
Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it.
Until this timing of 10 minutes, the options Zerg has are usually clearly readable via scouting of their gas timing and marine pressure / reaper pressure. Your choice of transition, if done correctly, will be solid vs the range of possibilities that are open to him with this information in mind.
After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den.
After that phase of the game, the Zerg tech switches are very scarey if not scouted and you need to know, via scans even if required, what is coming and when it is coming.
Its the coach/teacher instinct in me that replies to your post, it seemed to be a saying that you simply saw zerg as having no way to win and that terran should never fear a zerg. This guide doesn't show or teach how to bring the game to that state. This guide is more like an example decision making tree with builds and timings included as well as planed out phases of the game.
To be very honest, it is showcasing just a few of the ways you can use marine tank medivak. Like most "standard plays" it has so many uses that it becomes the responsibility of the player to develop attack and defense timings and tactics that react properly to the game.
Don't read a thread like this and come to the conclusion that zerg can't win, you should read something like this and realize that better a terran player gets the more he has to rely on very sound decision making, scouting, control, macro, and multitasking.
Your reaction to this guide is what I would normally expect to see in a [g] thread to a solid all in!
REJOICE at terran's playing like this because it will either allow you to win through the fact that you are a better player or it will challenge you to expand your skills in all areas of play because the terran will be using the full gambit of RTS options to fight you.
Question Doc,
Have you encountered the zerg transition of late gas into 2 gas baneling bust? It hits around 8 minutes with many banes and lings and allows the zerg to transition easily into a mid game (i.e. not all in). I ask because it would seem to hit a hole in your decision making as the very late first gas would lead you into your "korean transition" and that build happens to leave you with marines, no stim (at the time the attack hits), bunker(s), and sim city to hold something a good sized attack.
The only way I have found to react to this in time is to have your marines on the map long enough to deny him the ability to scout the build I am going for and to control the location of his army. This isn't always possible (or so I feel), especially on maps like shattered temple where an ovi can hide and scout your build very easily. I guess a secondary question would be do you find your korean transition to be weak if scouted well before speed is done? I have always felt that and is why I had shy'd away from nada's build.
It hits with 10 banes and 30 lings at 8:20. He doesn't take his first gas till around 5 minutes. For what it is worth, he is a 1700 masters zerg.
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This guide is so so good. I can't say enough good things about it, I feel like I know what I'm doing in this mu now. The stuff about what zerg is doing and midgame transitions are excellent. I feel like I'm finally being challenged on a macro/micro/decisions level and not a random not enough game knowledge one (if that makes any sense). Please keep updating it! (or simply continuing to add replays)
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On July 15 2011 15:07 vaderseven wrote:Show nested quote +On July 14 2011 16:40 HughJorgen wrote:Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it. After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den. Does nobody see anything wrong with this? I'm a very sad Zerg ;_;. Isn't that kind of like saying, 'Generally there isn't really any way a zerg can win, so don't bother working out what they're trying to do until they get greater spire or ultra den. I think you should probably try to look at WHY he feels that way. The reason is that he is using a decision making process that should lead him to having either blue flame hellions, tanks with siege, and/or bunkers when the logical attacks of zerg would hit and he uses scouting clues besides scouting to deduce that these things are coming. Let me break it down to show why he said all that... Show nested quote +Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it. Until this timing of 10 minutes, the options Zerg has are usually clearly readable via scouting of their gas timing and marine pressure / reaper pressure. Your choice of transition, if done correctly, will be solid vs the range of possibilities that are open to him with this information in mind. Show nested quote +After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den. After that phase of the game, the Zerg tech switches are very scarey if not scouted and you need to know, via scans even if required, what is coming and when it is coming. Its the coach/teacher instinct in me that replies to your post, it seemed to be a saying that you simply saw zerg as having no way to win and that terran should never fear a zerg. This guide doesn't show or teach how to bring the game to that state. This guide is more like an example decision making tree with builds and timings included as well as planed out phases of the game. To be very honest, it is showcasing just a few of the ways you can use marine tank medivak. Like most "standard plays" it has so many uses that it becomes the responsibility of the player to develop attack and defense timings and tactics that react properly to the game. Don't read a thread like this and come to the conclusion that zerg can't win, you should read something like this and realize that better a terran player gets the more he has to rely on very sound decision making, scouting, control, macro, and multitasking. Your reaction to this guide is what I would normally expect to see in a [g] thread to a solid all in! REJOICE at terran's playing like this because it will either allow you to win through the fact that you are a better player or it will challenge you to expand your skills in all areas of play because the terran will be using the full gambit of RTS options to fight you. Question Doc, Have you encountered the zerg transition of late gas into 2 gas baneling bust? It hits around 8 minutes with many banes and lings and allows the zerg to transition easily into a mid game (i.e. not all in). I ask because it would seem to hit a hole in your decision making as the very late first gas would lead you into your "korean transition" and that build happens to leave you with marines, no stim (at the time the attack hits), bunker(s), and sim city to hold something a good sized attack. The only way I have found to react to this in time is to have your marines on the map long enough to deny him the ability to scout the build I am going for and to control the location of his army. This isn't always possible (or so I feel), especially on maps like shattered temple where an ovi can hide and scout your build very easily. I guess a secondary question would be do you find your korean transition to be weak if scouted well before speed is done? I have always felt that and is why I had shy'd away from nada's build. It hits with 10 banes and 30 lings at 8:20. He doesn't take his first gas till around 5 minutes. For what it is worth, he is a 1700 masters zerg.
Is this somewhat what you're talking about?
Basically if he comes out with only a few banelings, I focus them down. When he has a lot, I just fall back. If he tries to get too ahead with lings, I just shoot the lings down.
This game was kinda sloppy after the initial part because I accidentally lifted my rax with stim as it was finishing. I show some good focus firing and taking position and falling back when necessary.
This game the Z does VERY late baneling pressure but the same thing holds. You just run away and engage lings when they're far away from banes. BTW watch the entire game if you want to see a top master Z get absolutely dismantled. It gave me a good lol. This was for a tournament and he started saying he was going to report me to TL for cheating. I guess I'm reporting myself with this replay? haha
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On July 12 2011 12:00 The.Doctor wrote:Show nested quote +On July 12 2011 07:44 saaaa wrote:Korean Transition (This one is my favourite)+ Show Spoiler +I first saw this build done by NaDa in the GSL.
Good On: Larger maps
Good Against: Delayed gas builds Fast muta
The Build
The build, after a 2rax expand is: Constant marine, SCV and supply depot production (as needed) after CC 24 Supply depot (or whatever supply you're at after CC) @150 minerals 3rd rax @75 minerals refinery @150 minerals 4th rax @75 minerals 2nd gas @150 minerals 2nd OC @100% 3rd rax tech lab @100% tech lab start stim Cut marine production a bit to add @125 minerals Engi Bay, continue marine and scv production and at 100% engibay start +1 Weapons. @150/100 factory @75 minerals refinery @100% factory, add tech lab to it, start starport and 4th gas @100% factory start tank @100% stim, start combat @100% starport, make medivac @100% +1 weapons, start +1 armor @2nd tank, siege mode
From here, you choose whether you want to make more medivacs for more drops, vikings if they're going infestors or tanks to stop roach bane all ins as needed. You can choose to also add another factory or expand, depending on your style and the map.
Goals: The goal of this build is to use marines for your map control. You should make sure the towers are clear and that he can't spread any creep after you've gotten 5-6 marines. If he went delayed gas, he won't be able to clear out the marines on the map for a long time as speed is delayed. Also, the larger your marine count gets, the harder and harder it gets for Z to take out the marines with just lings. If Z decides to take out your marines with just lings, you'll have a huge economic lead as they wouldn't have been droning in that time and they can't come kill you while you get your tanks and drops. You can kill any greedy zerg instantly and transition well in to a macro game. The really fast +1 style is an equivalent to Thorzain's really fast +1 vs protoss. First of all great great thread about TvZ i like it very much. Well done doc Now my question(s): I saw this build from NaDa in the GSL and NASL too but Bomber or NaDa in the early stages of the build done it a little different as here listed. He got both Gas before the 3rd and 4th baracks. So he could upgrade Stim and Combat shields on the same time. But i don't test it at all how this influence the number of marines and the timing of Tanks with SiegeMode and the Starport with MediVac for drops. Do you think that type is worth it? Another point what NaDa did in the early stages he "developed" this build (with early gas) was that he added 2 reactor while he builed his first tanks. What do you think about this type of play? And my last question, is the timing of the starport. Maybe it catched the timing off mutas or not. But my idea is to build a viking with the starport to snipe overlords and pressure the zerg with this type of "strategy" too. I'm very interested in your opinion and ideas as well. best regards, I just rewatched NaDa v Coca and NaDa did it a bit different from what I wrote actually. He goes 4rax before double gas where I go rax gas rax gas. I think my way times out just fine though as when your 3rd rax finishes, you have just enough gas for a tech lab and then stim when your tech lab finishes. I've heard of Bomber's way, haven't tried it yet but I'll give test that way out as well. Also, about getting additional reactors, I don't see why he would do that as I don't see how it would affect his timings and macro. Maybe he has a gas surplus or is powering? IDK, I'll have to re-look at it. I think a medivac first is better than viking. A medivac with marines can pick off stray overlords almost as well as a viking. You also have the potential to drop in the Z main (which you should do first). If, with that drop, I see Z isn't getting mutas, I add a viking after that to pick off stray ovies. If you go viking first, your chances of doing drop damage with a medivac after a viking is greatly reduced. Thus, get the best of both worlds, make a medivac first.
Hi doc,
do you test it already?
Today i will test it on my own and write down the timings for marines and tanks exactly in numbers compared to the NaDa build.
I think it it way better do the 2 gas before the 3rd and 4th baracks. This allows to start 2 techlabs on the 2 "new" baracks and start stim, combat and +1 attack immediately.
I'm very interested in what do you think
best regards,
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Great guide man! I really enjoy the detailed analysis of Terran and Zerg openingss. I have bookmarked this for further use. Much kudos.
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Nice thread! I look forward to looking over it in detail tonight and watching the reps. Thanks for the effort, I look foward to seeing it all!
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On July 15 2011 21:26 saaaa wrote:Show nested quote +On July 12 2011 12:00 The.Doctor wrote:On July 12 2011 07:44 saaaa wrote:Korean Transition (This one is my favourite)+ Show Spoiler +I first saw this build done by NaDa in the GSL.
Good On: Larger maps
Good Against: Delayed gas builds Fast muta
The Build
The build, after a 2rax expand is: Constant marine, SCV and supply depot production (as needed) after CC 24 Supply depot (or whatever supply you're at after CC) @150 minerals 3rd rax @75 minerals refinery @150 minerals 4th rax @75 minerals 2nd gas @150 minerals 2nd OC @100% 3rd rax tech lab @100% tech lab start stim Cut marine production a bit to add @125 minerals Engi Bay, continue marine and scv production and at 100% engibay start +1 Weapons. @150/100 factory @75 minerals refinery @100% factory, add tech lab to it, start starport and 4th gas @100% factory start tank @100% stim, start combat @100% starport, make medivac @100% +1 weapons, start +1 armor @2nd tank, siege mode
From here, you choose whether you want to make more medivacs for more drops, vikings if they're going infestors or tanks to stop roach bane all ins as needed. You can choose to also add another factory or expand, depending on your style and the map.
Goals: The goal of this build is to use marines for your map control. You should make sure the towers are clear and that he can't spread any creep after you've gotten 5-6 marines. If he went delayed gas, he won't be able to clear out the marines on the map for a long time as speed is delayed. Also, the larger your marine count gets, the harder and harder it gets for Z to take out the marines with just lings. If Z decides to take out your marines with just lings, you'll have a huge economic lead as they wouldn't have been droning in that time and they can't come kill you while you get your tanks and drops. You can kill any greedy zerg instantly and transition well in to a macro game. The really fast +1 style is an equivalent to Thorzain's really fast +1 vs protoss. First of all great great thread about TvZ i like it very much. Well done doc Now my question(s): I saw this build from NaDa in the GSL and NASL too but Bomber or NaDa in the early stages of the build done it a little different as here listed. He got both Gas before the 3rd and 4th baracks. So he could upgrade Stim and Combat shields on the same time. But i don't test it at all how this influence the number of marines and the timing of Tanks with SiegeMode and the Starport with MediVac for drops. Do you think that type is worth it? Another point what NaDa did in the early stages he "developed" this build (with early gas) was that he added 2 reactor while he builed his first tanks. What do you think about this type of play? And my last question, is the timing of the starport. Maybe it catched the timing off mutas or not. But my idea is to build a viking with the starport to snipe overlords and pressure the zerg with this type of "strategy" too. I'm very interested in your opinion and ideas as well. best regards, I just rewatched NaDa v Coca and NaDa did it a bit different from what I wrote actually. He goes 4rax before double gas where I go rax gas rax gas. I think my way times out just fine though as when your 3rd rax finishes, you have just enough gas for a tech lab and then stim when your tech lab finishes. I've heard of Bomber's way, haven't tried it yet but I'll give test that way out as well. Also, about getting additional reactors, I don't see why he would do that as I don't see how it would affect his timings and macro. Maybe he has a gas surplus or is powering? IDK, I'll have to re-look at it. I think a medivac first is better than viking. A medivac with marines can pick off stray overlords almost as well as a viking. You also have the potential to drop in the Z main (which you should do first). If, with that drop, I see Z isn't getting mutas, I add a viking after that to pick off stray ovies. If you go viking first, your chances of doing drop damage with a medivac after a viking is greatly reduced. Thus, get the best of both worlds, make a medivac first. Hi doc, do you test it already? Today i will test it on my own and write down the timings for marines and tanks exactly in numbers compared to the NaDa build. I think it it way better do the 2 gas before the 3rd and 4th baracks. This allows to start 2 techlabs on the 2 "new" baracks and start stim, combat and +1 attack immediately. I'm very interested in what do you think best regards,
Oh, this 4rax style is actually a pretty old build. If you add in marauders it just becomes the old 4rax push after 2rax expand. I didn't include this in the guide as I think there are better builds. I used to use it though. It's good for taking out a fast 3rd from Z as he won't be able to make enough units to take out your bio push fast enough. I used to use it around December and if anyone remembers, Mvp lost to July's baneling pressure doing this and since I really haven't seen it used.
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but what is your advantage you get?
the number of marines or what? i think combat shield is one of the most important upgrades in TvZ.
the old build was the 4 rax 2 with reactor and 2 with techlabs to upgrade stimpack and combatshield.
Or what do you mean exactly?
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On July 15 2011 19:35 The.Doctor wrote:Show nested quote +On July 15 2011 15:07 vaderseven wrote:On July 14 2011 16:40 HughJorgen wrote:Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it. After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den. Does nobody see anything wrong with this? I'm a very sad Zerg ;_;. Isn't that kind of like saying, 'Generally there isn't really any way a zerg can win, so don't bother working out what they're trying to do until they get greater spire or ultra den. I think you should probably try to look at WHY he feels that way. The reason is that he is using a decision making process that should lead him to having either blue flame hellions, tanks with siege, and/or bunkers when the logical attacks of zerg would hit and he uses scouting clues besides scouting to deduce that these things are coming. Let me break it down to show why he said all that... Generally, there isn't really much zerg can do to kill you. I NEVER scan zerg in the early game until about 10 minutes if I haven't determined with the use of drops whether Z is going infestor or spire, that's about it. Until this timing of 10 minutes, the options Zerg has are usually clearly readable via scouting of their gas timing and marine pressure / reaper pressure. Your choice of transition, if done correctly, will be solid vs the range of possibilities that are open to him with this information in mind. After that, I'll scan occassionally as I see fit to see their hive timing and then again to see if they're going greater spire or ultra den. After that phase of the game, the Zerg tech switches are very scarey if not scouted and you need to know, via scans even if required, what is coming and when it is coming. Its the coach/teacher instinct in me that replies to your post, it seemed to be a saying that you simply saw zerg as having no way to win and that terran should never fear a zerg. This guide doesn't show or teach how to bring the game to that state. This guide is more like an example decision making tree with builds and timings included as well as planed out phases of the game. To be very honest, it is showcasing just a few of the ways you can use marine tank medivak. Like most "standard plays" it has so many uses that it becomes the responsibility of the player to develop attack and defense timings and tactics that react properly to the game. Don't read a thread like this and come to the conclusion that zerg can't win, you should read something like this and realize that better a terran player gets the more he has to rely on very sound decision making, scouting, control, macro, and multitasking. Your reaction to this guide is what I would normally expect to see in a [g] thread to a solid all in! REJOICE at terran's playing like this because it will either allow you to win through the fact that you are a better player or it will challenge you to expand your skills in all areas of play because the terran will be using the full gambit of RTS options to fight you. Question Doc, Have you encountered the zerg transition of late gas into 2 gas baneling bust? It hits around 8 minutes with many banes and lings and allows the zerg to transition easily into a mid game (i.e. not all in). I ask because it would seem to hit a hole in your decision making as the very late first gas would lead you into your "korean transition" and that build happens to leave you with marines, no stim (at the time the attack hits), bunker(s), and sim city to hold something a good sized attack. The only way I have found to react to this in time is to have your marines on the map long enough to deny him the ability to scout the build I am going for and to control the location of his army. This isn't always possible (or so I feel), especially on maps like shattered temple where an ovi can hide and scout your build very easily. I guess a secondary question would be do you find your korean transition to be weak if scouted well before speed is done? I have always felt that and is why I had shy'd away from nada's build. It hits with 10 banes and 30 lings at 8:20. He doesn't take his first gas till around 5 minutes. For what it is worth, he is a 1700 masters zerg. Is this somewhat what you're talking about? Basically if he comes out with only a few banelings, I focus them down. When he has a lot, I just fall back. If he tries to get too ahead with lings, I just shoot the lings down. This game was kinda sloppy after the initial part because I accidentally lifted my rax with stim as it was finishing. I show some good focus firing and taking position and falling back when necessary. This game the Z does VERY late baneling pressure but the same thing holds. You just run away and engage lings when they're far away from banes. BTW watch the entire game if you want to see a top master Z get absolutely dismantled. It gave me a good lol. This was for a tournament and he started saying he was going to report me to TL for cheating. I guess I'm reporting myself with this replay? haha
Ah yes! The player I am talking about has a slightly cleaner build (somehow he lost more in the 2 rax stage but had 1 more drone and a few more lings and same banes as sooch) but the idea was just that.
I had never bothered to learn Nada's build to closely because I had never considered the ability to delay his push and engage the lings while you get siege out because he lacks bling speed.
Thanks man.
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awesome guide! gonna be watching those replays soon. i'll be sure to check out your stream as well, thanks a lot Doc!
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Well written guide. I am inclined to try the Korean transition in the platinum league. It seems awesome and I liked how it went in the replays, but how would you defend against a baneling bust (or is it viable against all-ins to begin with)?
Thank you very much for the guide!
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On July 18 2011 01:52 ShnAndrei wrote: Well written guide. I am inclined to try the Korean transition in the platinum league. It seems awesome and I liked how it went in the replays, but how would you defend against a baneling bust (or is it viable against all-ins to begin with)?
Thank you very much for the guide!
Re-read this page and you will find that I asked about bane pressure and Doc posted some replays.
If you mean 1 base bane bust, you just need to scout it and make a thick wall which is easy if you are 2 raxing.
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What do you do if you're 2raxing but see that the zerg has gone gas-pool first? Do you try to bunker push your way into the enemy's main, or do you just fall back and give up on the push?
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On July 07 2011 18:34 The.Doctor wrote: If they go Gas Pool:
1. Your SCV scouts no more drones mining gas after 100 and the spawning pool is shaking. Zerg expands. Zerg is just getting some speedlings to stop any marine pressure. You want to pressure for a bit but be back in your base by 5:00 but give yourself time to be back in your base as it takes long to get back to your main if you're pressuring. I usually fall back around 4:30. Any blue flame play after this is really, really good.
2. Your SCV scouts drones mining after 100 gas and spawning pool isn't twitching. Zerg doesn't expand. Make CC, 2 bunkers at ramp and another rax. Stop his all in and win doing pretty much anything.
Hatch pool and pool hatch follow the same guideline above.
Straight from the opening part of the guide.
Combine that with his Blue Flame transition, which he lists as good vs Speedling Expand, the other option from gas pool or pool gas builds, and you have a game plan.
Seeing as the guide is about a macro style of TvZ I would say that the 2 rax openings are not intended to out right win the game. Since he has gas very early in a gas-pool first build he will have speed, banes, or roaches (or 1 base lair?) very quickly and you will have marines. That is not a good fight for you. You do, however, have a faster expansion coming up and the ability to defend it.
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On July 18 2011 08:43 vaderseven wrote:Show nested quote +On July 18 2011 01:52 ShnAndrei wrote: Well written guide. I am inclined to try the Korean transition in the platinum league. It seems awesome and I liked how it went in the replays, but how would you defend against a baneling bust (or is it viable against all-ins to begin with)?
Thank you very much for the guide! Re-read this page and you will find that I asked about bane pressure and Doc posted some replays. If you mean 1 base bane bust, you just need to scout it and make a thick wall which is easy if you are 2 raxing.
yep
On July 18 2011 15:18 vaderseven wrote:Show nested quote +On July 07 2011 18:34 The.Doctor wrote: If they go Gas Pool:
1. Your SCV scouts no more drones mining gas after 100 and the spawning pool is shaking. Zerg expands. Zerg is just getting some speedlings to stop any marine pressure. You want to pressure for a bit but be back in your base by 5:00 but give yourself time to be back in your base as it takes long to get back to your main if you're pressuring. I usually fall back around 4:30. Any blue flame play after this is really, really good.
2. Your SCV scouts drones mining after 100 gas and spawning pool isn't twitching. Zerg doesn't expand. Make CC, 2 bunkers at ramp and another rax. Stop his all in and win doing pretty much anything.
Hatch pool and pool hatch follow the same guideline above. Straight from the opening part of the guide. Combine that with his Blue Flame transition, which he lists as good vs Speedling Expand, the other option from gas pool or pool gas builds, and you have a game plan. Seeing as the guide is about a macro style of TvZ I would say that the 2 rax openings are not intended to out right win the game. Since he has gas very early in a gas-pool first build he will have speed, banes, or roaches (or 1 base lair?) very quickly and you will have marines. That is not a good fight for you. You do, however, have a faster expansion coming up and the ability to defend it.
yep
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Just wanted to post saying that I got my new PC parts today. Got my i5 2500k and 8gb of ram. I've gotten the i5 to 4.2 and don't really plan on ocing it much more, it gets hot in Toronto.
On Wednesdayish I'm going to be getting cable internet as well, upping my upload rate from 0.6mb to 1mb (hopefully). Thus, I'm going to be streaming a LOT more often.
It was hell trying to stream with my old specs
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Doc, I really enjoyed the strat guide. One problem I am having though is zergs seem to be responding to it so much better as of late. I loved the reaper into blue flame hellion opening, but ever since Puma did it at NASL, every Zerg played responds to it perfectly. Basically roach warren as soon as they see the factory tech lab swap
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Man I hate to answer questions in someone else's thread so Imma just point out he mentions roaches in the notes on that opening and he has a section later on about the mid game roach heavy roach/bling/ling style.
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Russian Federation68 Posts
The.Doctor, can you post more replays with transitions - iam interested in BF transition when zerg go for roaches - how to use hellions in this case. Also i am interested in more mass muta play replays + more macro games with comments like - how we can end game with zerg if we survived to macro?
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