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Knowing that he was short on drones because he was 10/9 hatching, I went to drone harass with my SCV. I attacked a drone on the outskirts, and I immediately sent another SCV to build a bunker right beside his hatch. I would have just used the first to build my bunker, but my barraks was still completing since I had chosen to go for the 10th->rax build. My harassing SCV actually managed to kill a drone before it died.
| _ | When my peon is attacking an enemy peon, I keep alert so I can RIGHT-CLICK back to one of my mineral patches immediately when I get the "under attack" message that signifies that he's countering with his peons. Harvesting peons are allowed walk right through other units, so this usually ensures that my SCV gets away without being killed. In addition, if I'm Toss, I can just wait til my shields regenerate on my probe and then send it back in to harass again after a bit of time. Peon harassment is great: not only might you kill an enemy peon, but you may also be able to disrupt BO's and cause a general nuisance to prevent your opponent from managing his base effectively. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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| The Typical Offensive Bunker |
I built my bunker flush on the north side of his morphing expansion hatchery. I also started rallying my marines to the building bunker. I'm not *sure* if the morphing hatch gives enough sight range for him to be able to see my bunker building next to the hatch; in any case, if he did see my bunker, there was nothing he could do about it since his pool was still building.
| _ | Offensive bunkering an early expansion is a great great tactic against Zerg. You should generally always try for offensive containment in TvZ. Generally strategies against Terran are in the form of: "When pool is finished, build 6 zerglings and go attack the offensive bunker that he should have built by now." If you're bunkering a hachery, it's also imperative that you put the bunker flush against the hatch so that it covers as much of his creep as possible. Otherwise, he can build a sunken out of range of your bunker and get rid of it safely. Note, though, that offensive bunkering will not work against 9-poolers or anything faster. |
I held off loading my bunker until after the expansion hatch was finished. If he saw his hatch under attack by bunkered marines, he'd probably just cancel it and I would have lost the chance to kill the hatch. So I waited outside range, then loaded my 2 marines when his hatch morphed. He really didn't see my bunker at all, because 2 drones came to his hatch immediately, hoping to build creep colonies, and got blasted away. He's in deep trouble now. A handful of lings came to attack my bunker, but I'd repair it or run my SCV when they targetted it. It is probable that this is what really won me the game.
I next did a truly stupid thing after the hatch was dead and unloaded my marines (now up to 4 with 2 outside) to test his choke and recon his base. Obviously, there was another hatch at his ramp, and lings came out and tore my marines apart before they could get back into the bunker. Big mistake, there goes my offensive containment and chance at an easy win.
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How do I take out that stupid bunker as Zerg if I let Terran set it up? |
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Nerd topic: Bunkers cannot focus fire. |
The lings that destroyed my marines then proceeded toward my main base. He was fairly intelligent about his execution: 11 lings ignored my now-empty bunker and went toward my main, and 1 ling stayed behind to get rid of the bunker. Fortunately, I had some marines from my 2-rax at home behind my wall-in, as well as another bunker, so his resulting counter attack was ineffective.
During this time, I'd been teching too. As soon as I got my offensive bunker up way back then, I had started on gas and gotten a factory with add on, going siege tanks, and also built an academy to get meds and upgrades.
| _ | Staying ahead on tech is vitally important when playing TvZ. I usually tech as soon as I feel safe. I've lost many games because I execute a brilliant offensive bunker, then get run over by lurkers. Once you have tanks and med/marines, there is virtually nada a Zerg can do against you directly except maybe do cheese lurker drops into your mineral line. He can only contain with lurkers. |
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| His Expansion Falls Again |
My next attack force was 4 marines, 2 meds, and a tank with siege toward his expansion after I had repelled his ling attack. This came slightly after his failed ling attack. To give a sense of time frame, he had just rebuilt his natural hatch again. I sieged my tank, then sent in my marines to clobber the hatch. It fell despite some ling harassment, and no forces came afterward to oppose me. I predicated that this was because he must have been teching to lurkers.
I was correct. I comsatted his base and saw lair and hydra den. I immediately unsieged my tank and two lurkers came and burrowed while I turned tail and ran back to my base. The lurkers pursued, so I ordered 1 marine to attack each of the lurkers while my expensive stuff (meds, tank) ran back home. Of course, his lurkers burrowed and killed my marines, but it bought me time to setup my defenses.
Back at home, I lifted my rax at my wallin and replaced it with a turret. The wall-in really was only for emergency situations if I was caught without detection so that the lurkers would have to destroy the wallin before running straight into my base. I got some shots off on the lurkers but they then burrowed outside siege and detection range to play containment. One lurker burrowed at the east side of my natural to prevent me from expanding there, also out of tank and turret range.
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Slime alert: Lurker cheese drops. |
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| Lurker Containment Hits |
This is when the Terran player starts getting really annoyed. Lurker containment is pretty much a given in TvZ games, just as DT/dragoon containment against Terran is still the popular way to go. It really irked me that I couldn't land my command center at my natural. I briefly considered landing my CC at my mins-only expansion or floating it to an island, and building another CC to bring to my natural later, but I decided against it.
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How do I get rid of those lurkers at my choke? |
I should mention that during the time he was setting up containment, I had built 2 valkyries and started on dual infantry upgrades (armor first if you have to choose, because it means marines can survive 2 hits from a lurker) as well as ship weapons upgrades for my valkyries. The ship ugrades are not immediately useful, but it will be vital later if I run up against muta/guard/dev combos.
| _ | As a matter of personal preference, I usually transition more toward air in mid game against Zerg since Zerg usually go lurkers to guardians. I thus only really build a few tanks through the whole game. Upgraded valks tear apart muta/guardian/devourers, and I will always start the +1 ship weapons upgrade immediately to make them even more effective. Zerg cannot usually keep up in upgrades since they need to spend time morphing their spire into greater spire, and dual spires are expensive at mid game stages. Equally viable is researching armor first, since that reduces devourer effectiveness and also counts a full +1 against each muta bounce. |
I sent my valks to do a some overlord hunting. As a matter of preference, I like building valks in this stage over wraiths because I can keep them alive easier due to more hit points, they have better range and thus are better at OL hunting, particularly OLs in groups of course, and finally -- and most importantly -- they handle mutas really well. A comsat had revealed a spire, but I think my valks sufficiently discouraged him from attempting to build any mutas.
| _ | For you Zerg players, if your Terran opponent gets too aggressive with valks, remember that you can just build scourge to take them out. You can clone scourge to take out any number of valks if you do this correctly, because it takes considerable time for the valks to actually start firing and then for their missiles to hit the scourge by the time they see it. You can even use pure scourge against scouts since the same phenomenum is true with scout missiles, but nobody builds scouts in Brood War... This is a great way to punish valk users and establish air dominance. |
I am very happy now: my choke was protected, my main base was protected, I'm getting SVs as soon as my sci facility finishes, and I have sufficient defenses to handle any lair-level attack. The only thing that still makes me mad is that lurker preventing my CC from landing at my natural.
While my sci facility is building, I make one dropship and load up a bunch of marine/meds. If he wants to contain me at my choke, he can be my guest; however, my dropship will give me the mobility I need and my valks will protect me from any muta threats. A quick comsat in his base shows a spore colony there and not much else. There are lots of lings and hydras, but that's no big deal for a bunch of marine/meds. I land at the backside of his base, stim up, and run in. This was probably the game-winning attack for me. He did eventually kill my force, but he lost a lot of drones, lings, and hydras in the process.
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I find that many Zerg do not defend their main bases adequately, especially in late game. In early game, they build a couple of sunkens and that's enough to hold off any real attacks. In later game, though, those sunkens mean squat, and most Zerg I see focus on producing units at their expansions or rallying their units away from their main. |
During the successful attack, I started a naked expansion in the top left island. I was counting on my patrolling valks to spot any mass overlord drops, so I felt confident that my expansion and main didn't need other drop protection. I also noticed him starting an expansion at 9 with my valkyries. I sent another dropship with 6 marines, 2 meds to take that out, and there were no defenses there. My opponent was following a typical anti-Terran strategy: Contain, expand, then go for choke-busters such as guardians, or mass air control with mutas. Given that he had lost a few overlords and just lost his new expansion and drones, I knew he wouldn't have much left to combat me. I could have also turbo newbied his expansion, but this is not trivial since most Zerg will have overlords at their.
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| End Game |
The game was pretty much over at this point, barring any super successful surprise attacks by Zerg. My science vessels finished, so I unsieged one tank and had it attack-move each lurker at my choke. Tanks outrange lurkers, so I took them out with no loss (he actually unburrowed one of the lurkers and ran it away). And I finally landed my CC and started on extra gas.
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Nerd topic: Accel/decel issues with outranging units. |
You might be wondering how I could afford to build science vessels, armories, dual infantry upgrades, tanks, dropships, and valkyries all out of one gas. Actually, gas was quite limited during this time; but since I mostly produced marines and only had a few siege tanks during the whole game, I could save up gas for other units. This isn't to say that I had plentiful gas, but I had enough to get the tech I needed. One expansion with gas is really all I need to pump continuous science vessels and marine/meds, and I don't generally need much more than that to win a game against Zerg :-).
After securing my expansion, I proceeded with my 2 dropships of marine/meds and science vessels and dropped his main again, this time successfully wiping it out despite meeting very heavy resistance, primarily from lings/hydras. GG's were exchanged and I called it a night.
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| Conclusions |
In closing, I will bring up a few points from the Zerg player's point of view. My opponent was competent, but made several mistakes that cost him the game. Those are easy to spot in my BR, and I am confident that a very astute Zerg player would have been able to counter some of my tactics. I am reporting this BR primarily because the tactics used by both sides in general adhere to the typical TvZ philosophy in this matchup.
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