Hey guys,
Noob terran here, just trying to get an understanding of what the different races/builds are attempting to do during a game. Let me give an example.
So as bio your main goal is to push the middle and become an unstoppable ball of bio/siege tank slowly pushing towards an expansion (I think). OR you constantly drop/apply pressure on expansions while building up for the push.
As zerg I assume you’re looking for a surround with ling/bane and do runbys after the opponent pushes out on the map
As protoss, I have no idea tbh.
Stuff like that basically, to help me get a better idea of what my opponent is looking to do with their different builds. Here are the builds I’d like to understand better. Feel free to talk about any build/race in general or whatever. Thanks
- Terran mech
- Terran bio
- ling/bane/hydra
- ling/bane/ultra
- lurker/viper
- anything with a lot of infestors
- blink stalker
- stalker/sentry/immortal
- stalker/sentry/immortal/colossus
- mass carrier
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Holy crap I thought you were just a troll all this time lol. If you’re actually looking to improve I would be happy to help with TvZ. What you’re asking for is basically a 5 page essay though, but I can do my best to give you a starting point for understanding players goals, starting with bio. I can talk about more later when I have time if you want.
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Bio can be played many different ways, it’s not exactly a build it’s more of a core army composition. Like everything in this game it has strengths and weaknesses, and if you use those strengths well you’ll probably do pretty well. Bio is very good at multi prong aggression/harass and resource cost efficiency.
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The most popular bio styles are usually some sort of timing attack that aims to get as much damage as possible by squeezing out as much army as possible and timing your attack so that it hits RIGHT as an upgrade finishes (like stim, or +1 attack, or +1/+1). If your opponent isn’t prepared you might end the game right there. But if not, don’t worry and this is why you should keep up your macro while you’re attacking (don’t stop making scvs until you’re at 60-70 scvs and spend extra minerals on CC’s and more rax and depots).
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If the timing attack doesn’t end the game or if the zerg is just so well fortified that you can’t get any damage at all with your attack then you’ll have to try to use cost efficiency to your advantage. Zerg HATES having to fight because it is almost always inefficient for zerg, and they’d rather just be droning. This means the more that you fight zerg, the worse it is for them over time. If you keep up the pressure and don’t screw up and lose a big fight they’ll get to a point where they are spending all of their larvae, resources, and attention just defending your attacks. Meanwhile you are slowly but surely growing larger as you consistently build scv’s and rax and expand. Eventually the difference between you grows so large that you can bring your whole army to their base, clearing creep as you go, and zerg won’t stand a chance against your sheer numbers.
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As zerg vs bio your goal is to reach hive tech without dying basically, since the chances of actually finishing off a terran without hive tech are very slim. You’re looking for as close to cost efficient engagements as you can get. You either need to set up a surround or take advantage of any mistakes the terran makes like stepping too far onto creep.
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Any time the terran gives you a chance to breathe you need to take advantage of that and drone until you reach 80 workers. Zerg needs more workers to fight on even terms because zerg units are less resource efficient. However, to balance this out ling bane is very supply efficient, since you’ll have to have more supply in workers and queens.
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Runbys are a bit dependent on what type of terran you’re facing: if they are careful and wall off with depots or do weird things like make planetaries or leave mines at home then runbys are going to be less effective, but so are the terrans attacks. If, on the other hand, they are the type of terran who shoves EVERYTHING in your face then runbys are going to be amazing IF you can survive while spending some of your army on a runby.
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As for which type of hive tech you go for that depends again on the type of terran you’re facing, your personal style, and honestly a bit on the state of the game because zerg hive tech options tend to get buffed and nerfed pretty heavily in both direcitons. Right now, lurkers are pretty good and you might be seeing a hydra lurker switch pretty often. In 2016 it was ultras every game. For a while broodlord infestor was really popular. Me personally, I like ultras vs bio terrans and use infestor support if they’re heavy on marauders and mines. If it’s just marines and medivacs then ultra ling bane corruptor is enough usually.
Hope that helps, I know it’s not exactly what you asked for but like I said, that would be a 5 page long essay with every build listed individually.
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As a note, the “builds” you mentioned are not builds, but army compositions.
A build is a specific strategy that will usually last the first 10 or so minutes of the game. Regardless, here is some information about mech:
With terran mech against zerg there are 2 ways you can play it: battle mech and turtle mech.
Battle mech is the newer style and you’re looking to get a large amount of hellion/cyclone to set up constant runbys and have a mobile force that can escape and outmaneuver the zerg army. Since it’s so mobile, it’s hard to get caught, but you need to be constantly applying pressure and keeping the zerg on the backfoot because a big roach push can sometimes just flatten you.
Turtle mech is the tried and true Wings of Liberty version where you sit back and defend on 3-4 bases amassing the perfect army before one big deathball parade push to end the game.
Against terran mech is much more focused on the air units (as is bio) because tvt in general comes down to who wins the air war. Ravens landing disables is huge as is allowing your liberators to get into position, both of which require a superior viking count to do. Additionally, having air control means you can spot for your tanks without needing a scan. Mech in tvt is usually going to be mass tank/thor with hellions as the mineral dump to screen and fight the marines, and is generally going to be a standard macro game. One notable weakness is that it lacks the mobility and drop potential of bio, but hellions can usually get some harassment done and the core army tends to be a bit stronger.
Mech is not generally played against protoss.