Showing posts with label Zerg. Show all posts
Showing posts with label Zerg. Show all posts

Wednesday, September 22, 2010

Zerg: Interview with HGHX

So I have Terran Interviews and Protoss interviews.

I finally found the Zerg Interview I've been waiting for!

Recently I had the chance to catch up with Justin aka HGHx for an email interview about how Zerg players should deal with Terran Turtlers.

Here's the interview.



Hi, HGHx how are you today?

HGHx: Hey man, i'm doing fine. Haven't been laddering alot, settling some of my personal life issues. But i do spend 1-2 hours clocking up 9-10 ladder games per day still.

Many lower tier Zerg players have been having trouble with 1 Base Turtling Terran players. What's your view on this?

HGHx: Basically if a terran turtles up in his base to just build up an army for the push onto your base, its very important to get scouting information on what is his exact unit composition (number of units + type of units). In fact in all games, its important to know what your opponent is going for. Because Zerg is so much of a reactionary race in Starcraft II, it is crucial to understand your opponent's units before making decisions on making your own army. The ability to sacrifice overlords into your opponent's base at the right time probably is the difference between having a sweet victory or a crushing defeat. If he continues to turtle up, just macro up and expand. You don't really want to macro too hard, so at least you're still prepared for a timing push from the Terran. Of course, macro is the hardest part of the game, lower tier players will need to practise alot in order to master this. As of now, I feel Muta+baneling and speedlings are key to winning in a Z V T matchup.

So what do you do when you face a Turtling Terran with all the might of his Bio-Ball and tanks?

HGHx: Burrowed and upgraded roaches does farely well against tanks, but I would still prefer to stick with Muta+banelings with speedlings tanking for your banelings. The timing of the engage must be perfect, otherwise your ground army will be toasted by the tanks. Catch your terran opponent off guard when he unsieges his tanks so you can ram your banelings and speedlings into the bio ball, with the marines dead, your Mutalisks can fly over and destroy the tanks. All these need practice, it might sound easy on paper, but when you play its a different story altogether.

And if they decide to use fast reapers despite Turtling?

HGHx: Even better. If they turtle up and just make reapers, you have the clear advantage. Make sure to spread your creep well and get roaches out fast while making sure that your speedlings still maintain defensive control over your base. Remember, you cannot win a 5 rax reaper build only with 1 base, so i cannot emphasize enough how important it is for Zerg players to expand and get their 2nd hatchery at their natural for the income and larva. Only with this economic advantage, you'll be able to pump out roaches at a much faster rate to counter the reapers. If they still stick with reapers despite seeing your roaches, just gather 20 roaches and push into his base for the win. Most of the time, they will transit into a bio ball comprising of more marauders than marines to counter your roaches, so just get enough mutalisks to snipe off the marines, and the marauders are all yours to eat :)

Ah Alright, So do you have any words of advice and encouragement for the lower tier players?

HGHx: Hard work pays off in Starcraft II . You cannot learn good macro in a single day. Continue to learn and focus on defending against timing attacks. A fast reaction really helps in being a Zerg player. And remember, no one is stopping you from going a 7 pool if you think its the right decision. At the end of the day, there is only 1 winner, not whether you CHEESE or MACRO. :)

Thank you HGHx for your time :)

HGHx is one of the best players on my friends list and he ranks 2nd in his ladder as a Diamond Zerg Player. You can hear him cast next to HDPhoenix at Phoenix's channel which can be viewed here.

I definitely learned quite a bit from HGHx and it has helped improve my game a bit.

As a Zerg Player I think this interview will do more for you than reading tutorials and guides.

SO FELLOW ZERGLINGS GO OUT AND TRAIN!

This is Fireport here with another interview for thebronzeleagueplayer.blogspot.com signing off!

Friday, September 17, 2010

Zerg: The Hydra Approach

I know I've been through the mutalisks and basically now its time to look at the other mid-game transition. The Hydralisks.

I don't wanna be near that set of teeth!

Ok lets look at the perks of a Hydralisk, it has a long range for a ground unit and works really well on hills and on creep.

Now lets start on the Tutorial

THEORY

So what's the point of going Hydras instead of Mutas? Well for one they have a much longer range than the 3 Range Mutalisks. They have 5 normally and 6 when the upgrade is done. And trust me that +1 Range upgrade is really really really useful.



Its like giving your Hydralisks one of these!

The Role of a Hydralisks with its low health and armor yet insanely high DPS when massed would be as the main attack force which requires a lot of units in front of it to tank the damage.


What your Hydralisks army will look like without units to tank for it!

So since the Hydralisks is pretty much a glass cannon, you'll definitely need either a lot of Zerglings or have a nice line of Roaches by mid-game to support your Hydralisks.


What your Hydralisks Probably look like to your enemy.




Examples

Here are a few youtube examples of Hydra builds and how to use Hydras.

ForceSC2


Well I could only find 1 Video example for you.

But looking into games. As long as you go to SC2Replayed.com, you'll probably find more examples of how to get to the Hydras.

BUILD ORDER

Here is ForceSC2's BO
(14) Extractor
(14) Spawning Pool
(16) Queen
(18) Metabolic Boost
(20) Hatchery
(20) Queen
(23) Spine Crawler
(34) Lair
(38) Hydralisk Den

Now I don't usually do this but I'm going to get into this build order and analyze it a bit for you.

You notice that he goes for a 14 Gas 14 Pool and a 16 Queen?


Wish it was this Queen!

That would be the standard Zerg Macro Opener which you can use for things such as Muta Rushes or Early Expansions and other such things.

The Early gas allows you to have speed lings and a faster lair than lets say a 9 pool build or the horrible horrible 6 pool.


You'll probably need like 10 of these.

The aim for this build is to get your Den out as fast as you can while massing Zerglings, and for that you need a strong economy.

So remember 14gas 14pool is a standard ZERG MACRO OPENER.

THINGS TO LOOK OUT FOR

Always remember that when you're going for tech rushes or transitioning into a mid-game build your economy has to be strong.


See that rising line? That's your drone count.

Here's a few things ForceSC2 states.
- Make Zerglings early on to scout your opponents ramp, as well as handle any early Reapers you may see

- When you do expand make sure you have a Spine Crawler or two, this will be what saves you from an early push

- Hydralisks dominate terran ground if there are no siege tanks on the board, take advantage of that

NOTE: Build orders should never stay static and are subject to change based on what your opponent is doing! Remember this is an RTS: use your brain, be adaptable, profit.

I'd listen to what he says about the fact that Build Orders should never stay static.

Make sure you adapt to your enemy no matter what.

Here's a mental checklist for you.
1. Drone Count Good?
2. Get Gas yet?
3. Is your queen out?
4. Supply capped?
5. Zergling Speed!
6. Drone Count!
7. Hydra Range!
8. Supply capped?

As long as you keep asking yourself these few questions you'll be fine.






I hope this Hydralisks tutorial will help you guys in due time. Till Next time People!


This is Fireport with another article for thebronzeleagueplayer.blogspot.com Signing Off!

Sunday, September 12, 2010

Zerg: The 9 Pool Opener

Well now that I've rose a league.

And that I have a good use of this opener. I think its time I start sharing more about it to help us low tier players attempt to hike into plat and above.

I'm talking about the 9 pool. The epic 9 pool which gives you the choice to rush in with zerglings or tech up straight into muta's or roaches.

It is the most versatile opener in the Zerg Arsenal as it allows early attack units and also does not harm your economy as much as 6 pooling or 7 pooling.

Many people might call it cheese but it actually is just an early push or a rush. Not a bad one that can't be defended but actually one which people just tend to over look.



THEORY

The theory behind the 9 pool is to allow an early army advantage while minimizing your losses in economy while you store up an army. 9 Pool is an opener and should not be encouraged to be maintained the way it is later in the game.

It's always advisable to build more drones and to constantly tech up if your initial push does not go through.

Also its kind of a 50/50 thing. If your Zerglings can push in and you can actually start clearing them up and cleaning them up with no cannons or bunkers in sight. You'll definitely win as long as you remember to spawn larvae and keep pumping zerglings.

If you see a wall, go roaches, banes or even mutas. You have the ability to bounce back economically. Just build a few more zerglings to force them into 1 base and expand on your side.

After all the basics behind Zerg Play is Expansion.


EXAMPLES

Here's an example of the 9 pool in action.

DevilStarcraft



BUILD ORDER
Well he does it differently from me and like way differently. His version of the 9 pool actually sets him back a bit because of the timing of his Overlord.

His goes something like this
9 Pool
8 OL
8 Drone
9 Zergling
10 Zergling
11 Zergling
12 Queen
14 Zergling
15 OL

Now this is mine
9 Pool
8 X2 Drones
10 Overlord
10 X6 Zerglings(cause the timing for this is perfect)
13 Zergling
14 Queen
16 Zerglings
17 Overlord
17 Drone

Its the same build but the timings are way different.

Cause of the timing of my queen and overlord I'm able to use the spawn larvae and by the time the Overlord comes out my excess larvae is out and I have an insane number of Zerglings.



THINGS TO WATCH OUT FOR

Always look for holes in the wall and try to sneak in.

If the opponent walls off just try to sneak in. If he does it right after your first few zerglings just retreat and tech up.

If you do get in and take out either a pylon or the barracks. Keep pumping zerglings. This build is extremely versatile and allows you to change from zerglings to your next unit in a snap.

If you see bunkers and things look out for backdoors or something. Usually 1v1 maps which have back doors allows you to go for it.

Of course make sure your Overlord is there and watching it.

This builds most important ability is in its macro as an early opener.

Here's a mental checklist for you if you're using this build.
1. Am I optimized before my pool drops?(Do I have excess minerals)
2. Did he wall up properly?
3. If he did have I dropped my gas?/ If He hasn't am I constantly pumping zerglings to stomp out his army?
4. Am I supply capped?
5. Is my Queen out?
6. SPAWN LARVAE!




I hope that this tutorial and build will be able to tide you through your journey in the lower tiers and hope it can help other players who were in bronze rise to silver and beyond.

Personally I'm still in silver and still trying to perfect this build of mine.

Well until next time.

This is Fireport with another article for thebronzeleagueplayer.blogspot.com signing off!

Friday, September 10, 2010

Zerg: Macro Trainers

Here's a little something my partner found for me on the Team Liquid Forum and I hope it helps all you Zerg Players with Macro !

Link

Zerg: Reaching For the Mutas

So early game just ended. What would you do next?

You're zerglings and your roaches have just been destroyed but your enemies are destroyed as well.

Whats the next step?

Should you go for the Mutas Or Hydras?

Well for this tutorial we'll be going Mutas.



THEORY

Why go Mutas when you can go hydras?

Well the answer would be speed.

Mutas are faster than hydras on creep and are more mobile than hydras since their air units and with them in critical mass you pretty much own the skies.

Yes some will argue that Hydra's and basically most units can kill Mutalisks really easy. But you're forgetting one thing. 30 Mutalisks pretty much can out fly anything and even though the opponents may have Thors and mass marines. As long as you have 15 Mutas you probably could GG the opponent. Just keep pumping mutas.

Mass Mutas are One of the best Zerg attack forces at the present moment.


Examples
Here's a video of how to achieve fast Mutas courtesy of ForceSC2


Here's a video on Mutas by Love4Starcraft showing ways you can use the mutalisks



TACTICS

As you can see there are a few ways to use the mutalisks.

And as you can see the Magic Box with Focus Fire is the most effective way to deal with most enemies since your muta's do not bunch up together and get splash damamge.

Mutalisks are also more of a harass unit than an actual air force. But remember the moment you hit 20 mutalisks you're probably at the amount for a proper counter to most small armies.

Mutalisks are really good at harass since 4 of them with proper micro could clear a mineral line before the main army arrives to kill them.

Also if you keep pumping out mutalisks and have expansions, you're probably going to win the battle against any 1 baser or anyone who does a late expansion.

For this tactic to work you'll be required to mass expand and get a lot of gas. A LOT OF GAS


THINGS TO LOOK OUT FOR

Well just keep a watch for Thors, Mass Marines, Carriers, Missile Turrets, Battle Cruisers, Photon Cannons and Hydras.

Mass Mutas easily deal with Vikings, Void Rays, Phoenixes(when you flank them) and basically any ground unit that can't attack air.

And now for a mental checklist that you should have

1. Do I have my extra Gas?
2. Do I have enough Larvae
3. Is my Expansion up?
4. Am I bunched or in magic box?
5. Does he have things that can clear out my mutas?

Remember to always scout and remember to get your expansion out!

Well I hope that this Tutorial will help you and get you up and at it

This is Fireport with another article for thebronzeleagueplayer.blogspot.com Signing Off!

Zerg: The Roach Opener

So as a Zerg player I've noticed that many people complain about the few openings we have compared to the Terrans and the Protoss who can open with more than 2 units.

Well in truth we have a bunch. It all comes down to timing and how fast you can mass your units. As a Zerg player you'll always have to be able to keep your Larvae count up in order to stay in the game.

But if you're not into the insane macro ability of Zergs and wish to have a nice opener which might be able to keep you alive in Bronze league and also help in 2v2 here's the Roach Opener.


THEORY

Now lets start the lesson with some theory.

What's the reasoning behind using a roach opener and why should you do it?

Well lets take a look at a lot of the basic rushes which all 3 races will have ease in producing

ZERG


In Zerg Mirror many people will tell you that Zerglings and Banelings are basically what controls early game while Muta's and Hydras are what help conclude your late game.

However as the Zerg is a reactive race the Roach opener will help you deal with Zerglings and Banelings.

Dealing with Zerglings and Banelings with Roaches are much better than having a game of cat and mouse with the same units.

Banelings and Zerglings do little damaged to Armoured units and thus roaches can soak up the damage of the Lings and dish out their acid to melt away any resistance.

Don't believe me?

Here's a replay

Link

Terran
With the Terrans you might see mass Marines early game. Of course if he's going for a 3 Barracks Push and have 30 marines in like 20 minutes then you're screwed.

But after all this is an Opener. The moment you have 10 Roaches go and push you'll probably be able to deal with his 15 marines or so.

As you can see the Roaches have the highest damage in their tier and due to their armored status can deal with light units rather easily.

Of course if you see marauders please start building Speedlings.

Protoss


Now what can the enigmatic Protoss do to be able to rush and clear your zerglings?

Well they have the 2 Gate Zealot Rush.

Inside the 2 Gate Zealot rush all they need to do is build 2 gateways (which is rather easy since all they do is warp) and a bunch of pylons to power them.

But wait don't Zealots have shields?

Don't worry! With 3 Roaches you probably could out micro 4 zealots.

After all you can build units faster than them and also remember.

Roaches > Zealots.

But be warned of Stalkers. They have Additional Damage Against Roaches.


EXAMPLES

Well besides the replay I've posted above for ZvZ here's an Example of a Roach Opener from Husky.


Here's another variation of the Opener from HowtoStarcraft




BUILD ORDER

As seen above there are 2 rather similar variations.

This is the one that I usually use for Roach Openers

9 Lord
9 Drone
10 Drone
11 Drone
12 Drone
13 Extractor
12 Pool
11 Drone (send 3 drones to extractor)
12 Drone
13 Drone
14 Lord
14 Queen
16 Roaches

This is Huskies

10 Overlord
10 3 drones (after Overlord finishes)
13 Spawning Pool
12 2 drones
14 Extractor
13 2 drones
15 Overlord
15 Queen
17 Zergling
18 Roach Warren
17 Drone
19 Inject Larva (always do this ASAP)
19 2x Roaches
21 1x Roach
22 4x Roach
26 Overlord
PUSH OUT AROUND NOW. You can get your overlord at 25 if you prefer a more fluid production of roaches.
Continue producing roaches and inject larva.


And here's HowtoStarcrafts

Build Order:

10 Overlord
13 Spawning Pool
15 Extractor
16 Overlord
16 Queen
18 Roach Warren
Lair
Burrow

Notice the timing differences?

They all suit different situations and can be altered for faster roaches or fast lair.


THINGS TO LOOK OUT FOR

Watch out constantly Stalkers and Marauders who can easily end your nice little roach opener.

Don't be afraid of Hellions or Marines since they do really little to you unless they are stimmed up and have medivacs around.

Also if you're in a Zerg Mirror, try to tech up to Hydra's as fast as possible after your first push. Your opponent are probably going for mutas since you're on roaches and Hydras can eat mutas easily and cost less.

And As usual keep in mind that you have to SCOUT!

Now here's a Mental Checklist you can ask yourself while you do this Opener.

1. Am I supply Capped?
2. Is my queen Spawning Larvae?
3. Is my Opponent teching up against me?
4. Do I have enough gas for Lair?
5. Do I have double gas by the first push?



Well that's it for the Roach Opener.

I hope it'll help all you budding Zerg Players out there who want to win against early rushes of Zerglings and Marines.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com signing off!

Thursday, September 9, 2010

Anti-Cheese: To Counter The Cannon Rush

I'm sure you've faced the Cheesy Protoss Player who has used this on you before.

Hmm How to deal with it?

I mean seriously how can I deal with this?


Well there are 3 things to take note of when you start seeing pylons set up in your base.

- Is there a probe?
- Did you Scout his Forge?
- Are there anymore pylons or buildings warping in now?

As much as most of the times the only thing you need to do is scout out a cannon rush to end it, most people will probably end up pumping troops to deal with cannons. Its not like its the wrong thing to do, but its not the most efficient.

Now lets split this into Races on how to deal with the Cannon Rush

ZERG

Yes the ever swarming, massing, macro loving Zerg.

There are a few ways to deal with cannons as a Zerg player. You probably could go with mass roaches to deal with cannons since roaches pretty much are the best at soaking up damage early game in the Zerg Arsenal.

However if you don't have that much time, and trust me you won't have, you should probably go with spine crawlers and trying to expand your creep as fast and as far as possible. After all only Zerg can build on creep.

Spine Crawlers are pretty much the best at dealing with Cannon Rushes.

Well to deal with one as a Zerg player one must remember Macro and need not micro as much.

First of all after you dropped your pool you should know whether or not he has a pylon on your base. Build a Spine crawler on the exterior of your creep to deal with any incoming cannons.

No matter what remember to keep building Zerglings and build 2 spinecrawlers to deal with cannon rushes.

Here's a video to show how Zergs can deal with Cannon Rushes courtesy of ForceSC2



TERRAN
The ever adapting and ever evolving Terran probably has one of the best ways to counter off a Cannon rush by using a wall off to ensure that the probes don't get in. But if you can't wall off, try to get marauders out to help you deal with any cannons in your base.

If they get the cannons too close to your command center feel free to load up and lift off to any other nearby mineral field.

The technique however we'll be talking about today will be the proxy barracks in the base of a cannon rusher.

By dealing with a cannon rusher you'll notice that his base will probably be empty and only have a forge at most. You won't see any gates or anything so don't worry about Zealots.

Here's a good example of what to do courtesy of ForceSC2




PROTOSS

Ah what to do when you're in a Protoss Mirror match and don't know how to deal with the annoying cannon rush?

Well the technique is pretty much the same as that in Terran. USE UNITS TO DEAL WITH THEM.

What you'd probably want to do to deal with the cannon rush is to get a proxy pylon near his base with a gateway there and just rush into his base to clear him out.

Its a base race but as long as you keep getting minerals and keep 1 probe alive near your proxy pylon you'll probably have the game in the bag.

Here's a good example as shown by ForceSC2




Well there you have it. 3 Very simple methods of defeating Cannon Rushes and how to deal with them as each race.

Of course there are various things to note which I shall give you a nice mental checklist now that you should remember when fighting cannon rushers.

1. Scout, I cannot emphasize enough how important it is to scout.
2. See a probe? Chase it
3. See a pylon in your base? Go a head and use your anti-cheese, its bound to work.
4. Don't let him leap frog! No matter what don't let him constantly build cannons within the perimeter of the last cannon, that way you'll never be able to deal with his cannons.
5. Don't panic. Panicking is the worst thing you can do as a player while dealing with cheese. No matter what you do Don't panic.

And there you have it folks a short tutorial of how to deal with cannon rushes for every race.

This is Fireport with another article for thebronzeleagueplayer.blogspot.com signing out!

Wednesday, September 8, 2010

Zerg: The Baneling Bust!!!!

Ever had a Terran player start by walling off with nothing but Supply Depots?

Ever wondered how you could break it in without going in with roaches and having to upgrade the speed before the enemy could muster enough Marauders to slaughter you?

Well FEAR NOT! FOR NOW WE HAVE THE BANELING BUST!

As much as the Baneling Bust is not new but neither is it a commonly used technique.

As most walls now will have Barracks or Factories to help add on to the defense of the wall to prevent the bust from happening.

However fret not. As long as there is more than 1 Supply Depot, your bust will have a really really good result.

A good Baneling Bust is knowing when to use it and whether you should use it.

A good tip would be to actually start by scouting out by using a drone and placing an Overlord near your opponents ramp.

If you see your opponent building a Barracks and a Supply Depot, feel free to start preparing for your baneling bust.

However if you see after the barracks that the opponent builds a bunker, DO NOT USE A BANELING BUST!

List of things to watch out in if you're using the Baneling Bust
- Supply Depots
- Barracks
- Bunkers
- Factories

Here's in more detail why the Baneling Bust works and how it can be used.

4 Banelings are needed to take down Supply Depots.
As long as there are many supply depots feel free to use the Baneling Bust!

Here's a Video Courtesy of HDStarcraft


Interesting right?

If you didn't feel like watching the video here's a written build order for the build which was drawn from the Team Liquid Forum.

Baneling Bust build:

Scout early to see the wallin (I scout at 9)

14 spawning pool
16 build extractor and put 3 drones on it
16 then build queen
until ~30 spam zerglings, keep a few on the ramp to prevent scout
@100 gas zergling speed
@50 gas baneling nest, move lings to outside his main. Hide them if possible, try to time the movement with the completion of the nest.
@200min 200 gas Morph 8 banelings (how many is good for toss/terran?)
Move banelings in front to bust
Spam lings while doing this
profit

Some numbers to keep in mind
4 banelings > 1 supply depot
5 banelings > 1 pylon
4 banelings > 1 zealot
2 banelings > 1 marine

Source: http://www.teamliquid.net/forum/viewmessage.php?topic_id=126961

Here's are some points for the Baneling Bust.

- Scout Early
- Ensure that your larvae are always injected
- Don't Supply Cap
- If you don't see the supply depots don't use it

Hope this was helpful :)

Here are a short list of replays which can be downloaded for baneling busts :)

http://www.sc2replayed.com/replays/55347-1v1-terran-zerg-lost-temple
http://www.sc2replayed.com/replays/51946-1v1-terran-zerg-steppes-of-war