tvz zerg help

Discussion in 'StarCraft Original' started by LoonDragoon[E], Feb 8, 2009.

tvz zerg help

Discussion in 'StarCraft Original' started by LoonDragoon[E], Feb 8, 2009.

  1. LoonDragoon[E]

    LoonDragoon[E] New Member

    Joined:
    Dec 9, 2008
    Messages:
    86
    Likes received:
    0
    Trophy points:
    0
    From:
    Illinois
    Normally whenever i play a tvz game I start with a 1 rax f.e. or 3 rax sunken break. then after that i seem to lose the sense of what im supposed to go for, i know im supposed to go fro vessels, but tanks are great for taking lurkers out.

    my question is, if my opponet goes a certain # of hatches what should i expect. and also how to counter all of these.

    edit: this is for terran, srry if the title confuses people
     
    Last edited: Feb 8, 2009
  2. kuvasz

    kuvasz Corrections Officer

    Joined:
    Jul 26, 2007
    Messages:
    5,143
    Likes received:
    15
    Trophy points:
    38
    From:
    Hungary
    I'm eager to see responses because I've never beaten a Zerg.
     
  3. darkone

    darkone Moderator

    Joined:
    Jun 29, 2007
    Messages:
    4,698
    Likes received:
    6
    Trophy points:
    0
    From:
    Mississippi
    Well you know if they go three hatch, gas at nat, mutas will probably come, so make some turrets around your min line. Then lurks soon after to counter rines.

    Don't build a lot of tanks, just enough to deal with lurkers, it's all about the rines, so keep making them, and don't forget to upgrade, cause zerg armour will make your life hell.
     
  4. Arvendragon

    Arvendragon Member

    Joined:
    Oct 6, 2008
    Messages:
    578
    Likes received:
    0
    Trophy points:
    16
    From:
    Canada
    And you need Stim, and Range.
    Remember to upgrade the Marine armor. Just upgrading it once will make Zerglings essentially weak.
    Micro, and group Marines in one group and Medics in another.

    if Zerg is going Mutalisk, you can always build some Goliaths, but only if you expect to win immediately after.

    Also, Firebats are very good for early game attacks.

    Use Dropships and Science Vessels to harass, and for Irridiate on Ultralisks, Lurkers and Defilers, and as a detector.
     
  5. LoonDragoon[E]

    LoonDragoon[E] New Member

    Joined:
    Dec 9, 2008
    Messages:
    86
    Likes received:
    0
    Trophy points:
    0
    From:
    Illinois
    what should be my primary targets for irrads when a army is streaming in on me, defliers first? or irrad a ton of ultras and then they go down in a hurry
     
  6. EonMaster

    EonMaster Eeveelution Master

    Joined:
    Oct 9, 2007
    Messages:
    4,154
    Likes received:
    4
    Trophy points:
    0
    From:
    Black City, Unova
    I see pros almost always go for the defilers, since defilers are a huge gas expense for the zerg, you want to force them to keep having to make more.
     
  7. LoonDragoon[E]

    LoonDragoon[E] New Member

    Joined:
    Dec 9, 2008
    Messages:
    86
    Likes received:
    0
    Trophy points:
    0
    From:
    Illinois
    so basically, target the defilers first, then spam the ultras with it?
     
  8. Arvendragon

    Arvendragon Member

    Joined:
    Oct 6, 2008
    Messages:
    578
    Likes received:
    0
    Trophy points:
    16
    From:
    Canada
    ALWAYS go for Defilers first. They have two spells that will make your life hell.

    Plague - pretty much all units to 1 HP for a while. This means that Marines will die in ONE hit and same with Science Vessels. Plague + Lurkers or Plague + Mutas....

    Dark Swarm - ranged units can not attack those under the swarm.