Most buildings have the ability to lift off and fly to a new place. Are you the type that likes punishing weakness? Revenge attacks are common for Terrans. When your base endures a massive siege, you can just move it all somewhere else and begin building units. But be warned: experienced players report that Terran has a difficult time later in the game, when Protoss excels. All of their functions are carried out through biological adaptation and planned mutation. The story goes that Zergs are, if anything, organs.
Like insects, Zerg units can be built by-the-dozen for a cheap price. Hatcheries are the only production buildings of this race, which allows for some flexibility of play. Drones can sacrifice themselves to become buildings. Although Zergs are absolutely organic, experienced players rate this race as the most mechanical of the three.
That said, Zergs are the easiest to play at mid-high levels. Plus, the fact that Zergs are absolutely organic means that all units and buildings regenerate health over time. Are you the nemesis of Buzz Lightyear?
The larvae system will be your friend. Note that the individual units are fragile, super fragile. Breathe on them wrong, and they die. Not really, but you get the idea. Do you make it a priority to control more of the map than your opponent? Zergs have excellent map control. Scouting, too, is good. Love to harass your opponent? Do you win by putting pressure on your adversary till they crumble?
Zerg has many units that can burrow underground and tunnel. Thank you. I wake up and see my post completely destroyed by two sub 90 iq trolls. Balancewhiners go away. I wanted to hear warstories, like your single most epic engagement, to get me going like yeah, i wanna do that. My epic story is a match played as terran agains an evenly matched zerg. Did some damage, but i overextended, and he killed my army.
I decide to go thors so obviously he cant miss it, while hiding a ghost academy far off on the map. The next 5minutes was a little back and forth, creep deny, him picking off some of my army etc. Until i see exactly what i want to see with scan. And by that time i have 5 ghosts with full energy.
I start going across with thors, and a couple of hellbats, and cloaked snipeybois a bit away from main army. He charges in with like 15 ultralisks with max armor, gets a decent surround, and then my ghosts enter and deletes 6 ultras before he is realizing what is happening. He retreats with like 4 ultralisks, while i have lost three thors. And i continue in to his nat, and destroy him. It was so epic, i wish i could find the replay for it.
The Terrans than build up a large force unopposed and move out when the time is right. Because Terran strategy is very straightforward and in the process of climbing the tech tree they unlock almost everything Terran is generally considered the "Easy" race. Speed upgraded Zerglings are lightning fast, mutalisks are fast and flexible, Roaches and infesters can travel while burrowed. The Terran fight in a chokepoint, like near their base, and the Zerg fight in the open ground of the center of the map.
The zerg win by out-producing, or out-macroing, their opponent Zerg versus Terran is a very interesting and fun match-up that requires both good mechanical skills and good decision making. It is a very positionally dependent match-up, with bad positioning from either player causing one previously equal-in-strength army to completely crush the other.
For a Terran player, it is imperative to have good Marine placement and Siege Tank cover so that the two units can protect each other. At the beginning of games, Overlord placement can be tricky, map depending.
However, most maps allow players to move their first two Overlords out across the map to helpful positions. In general, you want to send at least one Overlord near the Terran player's natural, to check for expansion timings. For more information, I would suggest watching some player's stream for Overlord placement hints.
Almost all builds in Zerg versus Terran start off with a 15 Hatchery. To deal with 2 Barracks play, I would heavily suggest scouting at 15 supply with a Drone. Send both the scouting and Hatchery-building Drones from your main mineral line at the same time, one building the Hatchery at your natural and the other moving across the map to scout your opponent.
Alternatively, some players opt to go for an earlier scout, sent as early as 12 supply, if they feel insecure holding off 2 Barracks play. Each player should make their own choices on each map, depending on how confident they are on holding off this early cheese. I did not bother to put in exact supply counts since your build order will depend on what your opponent does. If you have to build more Zerglings , delay these timings in order to get out more Drones and not be mineral starved.
The very first thing you must do is identify the 2 Barracks play. With your 15 scout, move into your opponent's main base:. So now you've identified the 2 Barracks play. If you defend properly you should be fine. Keep in mind that you don't want to over-pull Drones: you want to mine as much money as possible before sending all of your Drones to defend.
When you see the first Bunker building, pull around five Drones. This is the initial poke by your Terran opponent, aimed at getting up an initial Bunker if this Bunker goes up, chances are that you've lost the game.
Here, your goal is to stick two Drones to his Marine, forcing your opponent to micro it back, letting the remainder of your Drones to safely kill the SCVs building the bunkers. Ideally, your goal should also be to kill the building Bunker. However, if you can't, stay calm and proceed to stage 2.
For this push, pull all but two Drones from your main to your natural. Immediately when your Hatchery finishes, build a Spine Crawler at the back of the base, so the Terran player cannot snipe it before it becomes useful.
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