replay: http://ifile.it/vgudqik
TvZ bio push - Page 3
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ShadowDrgn
United States2497 Posts
replay: http://ifile.it/vgudqik | ||
eXigent.
Canada2419 Posts
Only downside is hidden muta tech. If you don't scout it in time, it's pretty much GG. (damn turrets dont shoot far at all) | ||
Tomed
United States176 Posts
On February 24 2010 08:35 ShadowDrgn wrote: I played Zelniq yesterday and he stopped my initial push with just speedlings. He had banelings for the second wave but he messed up and let them hit the marauder wall, which let me take out his natural. Then I stupidly lost the remainder of the army and he sneaked the gold mineral base. He went around the marauder wall the second time and that was gg. Probably shouldn't have done this build after I told him I was from TL, haha. replay: http://ifile.it/vgudqik Interesting game. I agree with the guy above, though. Going 3 rax really hurts when they stop your push with banelings. Infantry seems to really suck against mass baneling/speedling so you pretty much need to switch to factories if banelings stop you else the Zerg will walk all over you. | ||
ShadowDrgn
United States2497 Posts
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Tomed
United States176 Posts
On February 24 2010 10:49 ShadowDrgn wrote: I haven't had any problems with mutas when I build 3-4 turrets in my base. They're a lot beefier in SC2, and zergs are always attacking me with around 5 mutas, not 9-11 like in SC1. I'm going to try working a factory into the build too and see if that helps out. Actually I don't think mutas are a problem but if the Zerg counters the push withe banelings and just keeps the pressure on with additional speed/banelings I don't know what the T can really do other than turtle and get some tanks out. I really don't think that even stimmed infantry can stop good baneling/speedling micro. | ||
Wire
United States494 Posts
this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently. advice? | ||
Tomed
United States176 Posts
Download On February 24 2010 16:01 Wire wrote: i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me. this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently. advice? Why would you "think" roaches? You should be scouting as soon as your depot finishes (4-player maps) or as soon as the first rax finishes (2-player maps). You can clearly see if he's going early roaches, FE, or early baneling/speedling. Anyway, post the replay for proper advice. | ||
Foxhawk
United States41 Posts
On February 24 2010 16:08 Tomed wrote: You can still have the same unit count by the 8 min push Dunno, by my count that timing was rather different than the OP's. The BO timings were definitely different. He pushed hard @ (I think these stats are right) 7:50 with 3 marauders and 19 marines with +1 weps and +shields and +1 armor on the way. At the same time this game, T had 3 marauders and ~11-14 marines in the main with no upgrades (+1 weps and +shields on the way). Not sure how much of a difference it would've made. Artosis had ~10 roaches hatched. Edit, for the record, here is my full annotation of the build in the OP's replay. <> for buildings [] for upgrades 10 Supply - <Supply Depot> 1 at choke; minor supply bottleneck here 12 Supply - <Rax> 1 @ Choke 13 Supply - <Gas> 1 Gas Finished - 2 mining SCV to gas Rax Finished - Rax SCV to scout [Comsat] 16 Supply - <Supply Depot> 2 16 Supply - <Rax> 2 18 Supply - <Ebay> 18 Supply - [Reactor] @Rax 1 20 Supply - [Infantry Weapons] 21 Supply - [TechLab] @Rax 2 22 Supply - <Rax> 3 27 Supply - <Supply Depot> 3 27 Supply - [Combat Shield] 29 Supply - <Supply Depot> 4 32 Supply - [Reactor] @Rax 3 35 Supply - <Supply Depot> 5 39 Supply - <Supply Depot> 6 49 Supply - [Infantry Armor] | ||
commanderchobo
Canada53 Posts
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RPGabe
United States192 Posts
Don't download that one! The build orders look good though :p | ||
Zoler
Sweden6339 Posts
On February 24 2010 09:58 Tomed wrote: Interesting game. I agree with the guy above, though. Going 3 rax really hurts when they stop your push with banelings. Infantry seems to really suck against mass baneling/speedling so you pretty much need to switch to factories if banelings stop you else the Zerg will walk all over you. banelings isn't that bad, I don't think I've lost to banelings a single time :S micro is VERY important, just spread and focus fire as many banelings u can. the problem with banelings is that their hp is low and they are rly slow | ||
Zoler
Sweden6339 Posts
On February 24 2010 16:01 Wire wrote: i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me. this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently. advice? more units.. theres no way he can have banelings AND 24 speedlings when u have that little units | ||
Fallen
Canada192 Posts
theres no reason to not make bunkers.. you can salvage the useless ones and keep pushing.. its real great | ||
radiumz0rz
United States253 Posts
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Daxten
Germany127 Posts
research stim and add second rax with reactor add third raxx with another techlab (yes) and mass pump marauders + marines with stim rdy go and attack, use stim in the right moment and win | ||
Senx
Sweden5901 Posts
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synapse
China13814 Posts
On February 23 2010 12:09 DeepGreen wrote: It's interesting that people have said stim isn't useful without medivacs. I remember that in original SC, stim was a must-have. I agree... stim is always better than no stim, even without medivacs, and many times you can escape from a battle that looks unfavorable by stimming and running away. | ||
Koffiegast
Netherlands346 Posts
On February 24 2010 16:01 Wire wrote: i played an interesting game today where the guy runs about 8 banelings into my supply depot, killing it instantly and thus breaking my wall. then he runs in with about 24 speedlings and raped me. this was when i was putting down my second rax. i thought roaches so i went tech lab but even if i didnt i would have about 8 marines which i dont think can handle that efficiently. advice? So he wasted 400 minerals and 200 gas to destroy a single depot? lol! | ||
willeesmalls
United States477 Posts
If I decide to defend my base, he can go back and forth until I am no longer fighting at a choke (i.e, in my base) since I have to defend two sides. If I don't fight at a choke, zerglings rape me. I can't catch him out in the open without stim. If I do decide to attack his base, he can bring his units around to flank me along with the new ~8 roaches that pop out. The only time I've won using this build was an all in with scv's at his base while lifting off my cc. I just ignored all of his units and killed his buildings. Mass roaches are so goddamn hard to kill. It seems like fights just go: roaches focus marines, once enough marines die zerglings kill everything. I'd try mixing in hellions but it's not hard for roaches to kill those too. I'm beginning to think zerg ground army was intended to be superior. zerglings + a cheap ranged armored unit is retarded. | ||
Volshok
United States349 Posts
On March 10 2010 00:55 willeesmalls wrote: What about on a map like Blistering Sands? Zerg forces me to fight with a roach/ling army by having roaches kill the rock at the back entrance. Marauders/rines cannot reach the roaches killing the rock. This is before I reach critical mass with marines/marauders, though I find even with 40 rine/rauder a fight away from a choke is awful if you're flanked by speedlings. If I decide to defend my base, he can go back and forth until I am no longer fighting at a choke (i.e, in my base) since I have to defend two sides. If I don't fight at a choke, zerglings rape me. I can't catch him out in the open without stim. If I do decide to attack his base, he can bring his units around to flank me along with the new ~8 roaches that pop out. The only time I've won using this build was an all in with scv's at his base while lifting off my cc. I just ignored all of his units and killed his buildings. Mass roaches are so goddamn hard to kill. It seems like fights just go: roaches focus marines, once enough marines die zerglings kill everything. I'd try mixing in hellions but it's not hard for roaches to kill those too. I'm beginning to think zerg ground army was intended to be superior. zerglings + a cheap ranged armored unit is retarded. I thought a bunker gave you the range to hit roaches from behind the rock? Toss down one, then Salvage it when you want to push? | ||
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