Archive for TvZ Strategy

Terran Building Placement Strategy – Xel’Naga Caverns

Xel'Naga Caverns

Building placement is a very important thing to get down as a Terran player.  The way you set up your buildings can literally mean the difference between a win and a loss, especially against Zerg. Zerg has the most mobile units and the main composition that Terrans use to fight them is very slow (Tanks & Marines).

The way this usually plays out is like this: When the Terran gets a nice army created and moves out, Zerglings, Banelings, or Mutalisks swoop in from a vulnerable location and decimate your expansions, SCVs, and anything else that’s vulnerable. If this has ever happened to you, you know how maddening it is!

To prevent this and/or at least slow it down, place your buildings in key locations to block off troop movement. You’re going to build them anyway, so you might as well get full use out of them. And if you’re worried about them getting destroyed, don’t be. It’s much better to be alerted to a counter-attack early and possibly lose a Supply Depot, then to have a mass of Zerglings in your mineral line out of nowhere.

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Hellion Harass Into Early Banshee Takedown – Terran vs Zerg

The Build Order:

10 Depot
11 Refinery
13 Barracks
16 OC (build 1 Marine too)
17 Factory
17 Reactor on Barracks (after Marine is finished)
18 Depot (Built after OC is done and first MULE and SCV built from there)
19 Refinery

From here, numbers become fluid.

What to do & when:

@ Factory completion (should be about when reactor finishes), swap on and build 2 Hellions. Use them to hit the enemy mineral lines to slow down his tech.
@ Factory completion, build first Starport.
@ Time when gas permits, build 2nd Starport.
@ First Starport completion, build Tech Lab.
@ Time when gas permits, drop a Tech Lab on your Barracks (to swap onto 2nd Starport)
@ Time when minerals permit, build 2 more Barracks (for a total of 3)

The Strategy

Build 2 Banshees when first possible, harass. Then build another 2 for a total of 4. Meanwhile, you want to have the rest of your army as Marines, and about 4 Hellions. (Less if the enemy went Roaches, maybe 2, just to deal with spawning lings)

Don't lose your Banshees in your harass. If you see he has grouped Queens, just retreat. But if you see an opening for example that is unguarded, take it. Just don't lose any.

Once that force is built, move out and attack the enemy (while expanding simultaneously). Chances are you'll win. Even if you don't, it's fine. Sometimes good opponents can decimate this push. Fall back, swap a Barracks onto Reactor, get an Armory and Tech Lab your Factory. Transition into a Banshee/Marine/Thor combination.

Take a third so you can throw down another 3 more Barracks and another Factory for Thors. Just overwhelm him from there. Mass Banshees have insane surgical strike ability with their DPS (take down unguarded expansions before they even know what has hit them), Marine has awesome DPS, same for Thor except it's a massive meatshield as well and totally voids Muta play.

 

This Strategy Brought To You By…

Daniel Shi – Rank 4 Gold

[SC2 Q&A] Question #2: Zerg vs Terran Mech

Back with another Q&A post, this question (#2) comes from Raoni Novellino.

"I am a Zerg platinum player. I have difficult to win games when:

1×1 games
Terran: – use early Siege Tank;
– use early Thor/SVCs and few marines/marauders;

I know that ultralisk is very effective against tank, but ultralisk is hard to do, and siege tank is very easy. :P
With Mutalisk, terran player make some marines, if he scout me, it is a lost time.
Finally, the brood lord, he is very hard to do.

I know that I do not have to give player opportunity to tech to siege tank, but siege tank is very easy to do, and terran player turtles, and make siege tank, I expand, and rush for mutalisk, with 6-8 mutas, I press them, but he built towers to defend air, them I can not harass. I try tech to ultralisk or brood lord, and he outs his base with tank and MMs, and my army is not prepared yet."

This is kind of a long question, but the basic idea is, "As Zerg, how do I defend against Siege Tanks and early Thors?"

We'll start with how to defend against an early Thor with SCV's.

Defending The Early Thor w/ SCV Push

As a Zerg player you probably know that your role is largely reactionary. If your opponent never attacks you, you should expand and make tons of Drones and constantly be creating more Larvae with your Queens. Then when your opponent attacks you can make enough units all at once to fend him off and go back to making Drones.

This is much easier said than done, and takes a lot of practice for sure.

Scouting is essential. As Zerg you have the cheapest scouts especially once you have Overlord speed and Overseers. But in the early game, don't be afraid to sacrifice an Overlord to see what your Terran opponent is up to. Just plan on it dying and make another to replace it.

To defend against an early Thor you have basically two options: Roaches or Zerglings (preferably Speedlings). Roaches are awesome, especially with the range change that happened awhile ago.

If you don't want to go Roaches, just make a lot of Speedlings. An early Thor push will usually consist of 5-6 Marines, a Hellion, Thor, and some SCVs. With enough Speedlings (30ish) you'll be able to surround them and take out the force pretty easily. You may need to target fire repairing SCVs, I'm not sure if your Zerglings will do that for you.

A lot of this game is about knowing how many of your units can take out the advancing army, which mostly comes with experience.

Overcoming The Terran Siege Tanks As Zerg

It's very likely that you'll never kill the Terran player before they get Siege Tanks, they are just too easy to get out. So you're going to have to figure out a way to deal with them effectively that you're comfortable with. Here's my ideas:

One thing that you must always keep in mind when you're up against a Terran player that uses a lot of Siege Tanks is that they are VERY immobile. As soon as that Tank un-sieges it becomes much less powerful, and it takes 3 seconds to siege and un-siege. This can be fairly hard on smaller maps since Terran players can build a line of Tanks to your base relatively quickly, but on bigger maps the advantage goes to you.

If you see your opponent is making Siege Tanks and turtling you have the right idea of expanding. But expand more! There's no rule that you have to take 1 at a time. If Terran is turtling hard on 1 or 2 bases, then take 3 or 4 and he won't be able to do anything about it. Don't be afraid to lay Hatcheries down all over the place. 

Secondly, you're right that Ultralisks and Brood Lords are very good against Siege Tanks and defended positions, but those units are much harder to get to like you said. So don't even think about them until the game has been going on for a long time. Take advantage of the powerful lower tier units that Zerg has: Speedlings, Roaches and Infestors.

Instead, take advantage of the immobility of the Siege Tanks and hit the opposing player where they are weak. Try some of these hit & run tactics:

  • Use Nydus Worms to get your army into the back of his base, then retreat when his Tanks & army get there.
  • Drop Roaches on expansions (or Banelings in a mineral line)
  • Make a group of Mutalisks to poke in and destroy SCVS, Reactors, Tech Labs, Supply Depots, anything to slow him down.
  • Research Tunneling Claws for your Roaches and sneak under Siege Tanks to avoid their long range.
  • Send Speedling counterattacks to pressure his main base if he's attacking you
  • Burrow some Infestors and lay down a bunch of Infested Marines in his mineral line
  • Attack where the Tanks aren't, then move in with Zerglings and Roaches when he un-sieges his Tanks to defend.

I'm sure there's more, so be creative! The key thing here is to avoid attacking the Siege Tanks while they're sieged. Scouting with Overlords, Creep, and burrowed units is a great way to catch his army off guard while he's moving into position. And if he doesn't want to attack, just macro up and expand a lot to gain the economy advantage. Then if the game goes on long enough you can tech to Brood Lords or Ultralisks for the final push to take him out.

If you have other ideas that will help or followup questions, please leave them in the comments below!

Brilliant Starcraft 2 Tactic – Terran vs Zerg Comeback Using Medivac Drop Tactics

You probably have heard that Medivac drops make Terran extremely deadly and difficult to deal with at high levels. But how do you use them properly? Many players try to do drops too fast and in the wrong ways so they end up losing their army and get overrun. If you use this Starcraft 2 tactic in the right way you can potentially come back from a big deficit and/or just pull further ahead.

The key to using Medivac drops effectively is to hit in multiple places at once so you don't get taken out by your opponent's main army. If you're getting attacked by your opponent that is the perfect time to drop troops into the back of his base because his army is so far away. Plus the Medivacs will heal your infantry making them a deadly little strike force to deal with.

Here's a pro game that showcases great use of Medivac drop tactics in a Terran vs Zerg matchup. Zerg is known for their ability to expand fast, and using Medivac drops can really work this to your advantage. Since the Zerg are so spread out you can drop at opposite ends of their base forcing them to split their army or only defend one location. Watch out for Infestors and Mutalisks though!

The Terran player looks like he's behind for a long time, but since Zerg isn't able to finish him off he keeps pulling farther and farther ahead using this Starcraft 2 tactic. Medivac drops are so powerful in the hands of a skilled player. If you play Terran and are looking for a way to win more games, get good with Medivac drops and you'll rise in the ranks fast.

Here's the game
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The Sign of a Pro Terran Player in the TvZ Matchup

Terran vs Zerg games are notoriously hard since the Zerg race is so mobile. A good Zerg player will keep you on your toes with counter attacks and harassment. If you don't know what you're doing this can keep you pinned back in your base and scared to move out. But you have to be aggressive to win, use this tip to push the Zerg army back and keep them from being so aggressive.

Pro Terrans Destroy Creep Tumors

A good Zerg player will be very active about laying down Creep Tumors and spreading creep across the whole map. In Starcraft 2, creep gives all Zerg units a 30% increase to their movement speed, which makes them all the more mobile. As an example, Zerglings with speed run almost as fast as Hellions off creep, but they can easily overtake and surround them on the creep.

To fight this advantage, make it a top priority to kill Creep Tumors. They are burrowed underground so you will have to scan or get a Raven to see them. It can be argued that it's not worth scanning because that energy could have been used to call down a MULE (which is roughly an extra 270 minerals) but think about this: you'll end up losing less units in battles with the Zerg if it's off Creep, which more than makes up for the MULE.

Plus when you kill the leading Creep Tumor you remove the ability to spread Creep even further until the Zerg player gets a Queen out there to lay another one. Whenever you move out with your army, don't settle for walking on the purple goo! Throw down a scan or build 1 Raven out of your Starport and remove those Creep Tumors. It's very annoying for Zerg and will greatly protect you against counter attacks.

I think we're going to be seeing a lot more of this in future Pro games, here's a TvZ match between Idra and Boxer that shows very active Creep containment:

Mass Ravens Against Zerg – Creative And Effective

Today I want to take a look at a unique Terran vs Zerg strategy: Mass Ravens. The point of this strat is to get Ravens out very fast and start harassing with them. They are fairly slow and fragile though, so it's important to do it right to protect them.

Start off by building your Barracks and Factory as normal, but build your Refinery at either 11 before you Barracks or 12 right after it. Then get your second gas very early, while your Factory is building. Build 2 Starports as soon as you can and add Tech Labs onto them. Make 3 Ravens when you get enough gas. This is an extremely gas heavy build, so use up the extra minerals you have on Marines and Hellions.

Move your Ravens into a good hiding spot so the Zerg player can't see what you're up to. Let them charge up their energy until you get around 100. While they're waiting, keep building Marines and a Medivac to send in with your Ravens.

For your first attack, move out with your Ravens and Medivac and drop right into the main base of the Zerg player. Use your Marines to pick off Drones and put down 5 Auto-Turrets with your Ravens to help them out. The point of this first attack is to do economic damage (killing Drones) and get some expansions up.

From here keep building Ravens out of your Starports and once you get a third base up and mining gas, build another Starport to make Ravens out of. Keep those resources spent!

Start upgrading your Ravens at the Tech Lab, get the energy upgrade first, then Seeker missile to deal with big Zerg numbers. There's also an upgrade at the Engineering Bay that is very helpful with this build, it will give your Auto-Turrets +1 range and +2 Armor, which is huge.

Keep flying in and laying down Auto-Turrets to harass your opponents economy and keep the pressure on. You'll need to be very aggressive to keep the pressure off your expansions.

Check out this game that shows this crazy Terran vs Zerg strategy:

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Unique Terran vs Zerg Strategy – Mass Vikings

Here's a Terran vs Zerg game that showcases some creative strategies on both sides. It's played on Scrap Station by TLO and Dimaga, 2 Pro SC 2 players.

Terran gets a fast factory and builds a few hellions to get in some early mineral harassment. It works fairly well since the Zerg player expanded very fast and didn't have many troops to defend.

He then transitions into cloaked Banshees to see if he can do some more damage without being seen. Zerg's timing with his Lair is perfect but he still loses a few Drones and a Queen to the Banshee harassment.

Since he's already got the Starport up, Terran starts making a lot of Vikings. When he finally moves in to attack the Zerg he's got 13 Vikings. This may not seem like a good Terran vs Zerg strategy, but it's the mobility that makes it hard to deal with. With that many Vikings, Mutalisks get taken down pretty quick and you can insta-kill Overlords to supply block the Zerg. Then you can land to kill Drones, Queens and other units. Vikings are surprisingly good on the ground.

After Vikings throw down a Fusion Core and you'll be able to easily get some Battlecruisers to fight against ground armies. If Zerg gets mass Hydralisk, then you'll need to get some Tanks and Hellions out fast, they will rip your Vikings apart and even Battlecruisers in big numbers. Also remember to start upgrading your air units early. You want your Battlecruisers to come out fully upgraded.

Check out this epic Terran vs Zerg game:

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Terran vs Zerg Strategy – Mass Reapers & Fast Expand

Starcraft 2 is definitely a game of economy. In most cases, with the exceptions of all in rushes, the player with the best macromanagement wins the game. This means expanding early and often to keep your income high and producing a ton of units to muster a big army to stomp your opponent into the ground.

In a Terran vs Zerg matchup, this can be very difficult to do because Zerg is so mobile. They can expand faster thanks to their cheap Hatcheries, and all their units are very fast, especially once they are upgraded and/or on creep. This Terran vs Zerg strategy is a great opener against any Zerg player to keep them in their base and take their mobility advantage away.

Open up just like you would in any other match, Supply Depot, Barracks, Refinery. Immediately add a Tech Lab onto your Barracks and make a Reaper. Then research Nitro Packs for your Reapers once you have 50 gas. Instead of suiciding into the Zerg base with your first Reaper to get a Drone kill or two, hang out around the map, scout the Xel'Naga towers and establish map control. Run in to see if the Zerg has taken his expansion yet.

Grab your second gas geyser and add on two more Barracks with Tech Labs. Reapers are fairly cheap but take forever to build, so you'll need quite a few Barracks. Keep pumping Reapers out of your Barracks and start harassing your Zerg opponent. Run in, snipe Zerglings, Drones, Buildings, whatever you can get in range of. Remember too that your Reapers outrange Roaches and Queens, so with good micro you can actually take down Roaches & Queens with your Reapers. Just don't suicide them, keep them up to maintain that map control

Back in your base add on 2 more Barracks with Tech Labs to keep producing Reapers. You'll notice your mineral count getting awfully high because of the 50/50 cost of the Reaper, so use those minerals to build a second Command Center to expand nice and early.

In a short time, your Reapers will get less effective because of all the Roaches and speed Zerglings that Zerg will have. After you have your natural expansion up, you can transition nicely into a huge MMM build. Add on a Starport to make Medivacs, throw a few Tanks in there for splash damage and make a couple Barracks with Reactors on them. Start upgrading your infantry and you'll be set up to carry on into the mid game pretty effectively.

Terran vs Zerg Strategy – Importance of Missile Turrets

So you're playing Terran and you end up facing a Zerg opponent. Everything goes as usual in the beginning – He sends some early Speedlings over to harass you, but they hit your wall since you planned ahead. You start teching up to get some Tanks, Marauders, and Hellions for a push. You make your way over to his base and siege your tanks up to start delivering the pain. He fights back with Roaches and Zerglings, but it looks like you've got him! Maybe you even take out his expansion, things are looking good.

Then out of nowhere you get swarmed with 4-5 Mutalisks that easily take out your whole army because you have no air defense…doh! Then you rush back to your base to realize that you only have 2 Marines, and not even an Engineering Bay. So the Zerg player simply flys his Mutalisks into your mineral line and cripples your economy. Another tragic loss against Zerg.

I can't tell you how many times this scenario has played out for me in Terran vs Zerg. It seems like I always get in there soon enough but then those darn Mutalisks come out of nowhere and I'm totally unprepared. Sometimes I even get a Thor out, but if you've every played against a good Zerg player, you know that just 5 Mutalisks can take out 1 Thor no problem.

For some reason I've always objected to building static defenses because in most cases it's a big waste of minerals. After all, if I build a couple Missile Turrets in my base but they never get Mutalisks, I could have used those minerals for units to attack with. But I've since wisened up and now know the importance of Missile Turrets in every Terran vs Zerg match I play.

Almost every Zerg player will tech to Mutalisks at some point in the game, and they can kill workers extremely quick. All you have to do to prevent yourself from getting severely crippled economically is build a couple Turrets around each Command Center. Since Missile Turrets do so much damage to Mutalisks in Starcraft 2, just 2 of them will scare off even a fairly large group of Mutalisks.Good missile turret placement

If your Zerg opponent focuses quite a bit on Mutalisks this may not be enough, but the main goal of your Missile Turrets will be to either scare off the Muta's, or just keep them busy while your Marines get to your base to help fight them. Mutalisks are extremely expensive, so taking out just a few is a pretty big win economically.

Here's a trick to keep your SCV's alive as long as possible: Set them all to auto repair then just click move them near the Turret that is being attacked. This will cause them all to stick around each other, repair the Turret as fast as they can, as well as repair each other from the bounce damage of Mutalisks.

Hope this helps you fight off those pesky air attacks in Terran vs Zerg!

If you have some more tactics or strategies that you use to fight off Mutalisks and keep them from harassing your base, let's hear em!

Terran Rush Defense Basics vs Protoss & Zerg

As a Starcraft 2 Terran player, we are very susceptible to early game rushes. If Zerg or Protoss is rushed it may result in losing a few workers, whereas when we are rushed it could mean losing the game. Marines are pretty flimsy, so you have to do your best to protect them with what you have early in the game.

Then after you survive the early rush you'll usually automatically be in the lead as long as you didn't lose a lot of workers and/or buildings. So then it's up to you to keep your macro up so you stay ahead and can stomp your opponent into the ground in the mid-to-late game.

To learn more about effective macro, check out my free Starcraft 2 Macro guide.

Terran Rush Defense Basics

Many newer players will probably feel most comfortable completely walling off the entrance to their base when up against either Protoss or Zerg players. This way if they send early Zealots or Zerglings, they will be stuck attacking your Supply Depots while your Marines fire on them with impunity.

When up against another Terran player, walling off is generally a bad idea since their units will be able to attack your buildings without getting in range of your Marines.

The key to defending against an early cheese play or rush strategy is to scout early. Unless you're doing a rush build yourself, it's a good idea to scout with the SCV that's building your first Supply Depot.

Once you get in your opponent's base, look for key signs that indicate early rush or cheese.

Terran Rush Defense Against Protoss

Proxy Play: If there are no buildings in your opponents base (except for the Nexus of course) then you can bet that he is doing some sort of proxy play. This means that he is building a Pylon and Gateways close to your base to get Zealots in as fast as he can.

If this happens to you, be prepared to act immediately. Send another SCV to scout around your base and nearby locations to find where it is, and finish off your wall early. If you find that he snuck his buildings into your main base then your wall isn't going to do anything so instead build a bunker next to your Command Center to protect your SCV's. Start building Marines as fast as you can and build another Barracks or 2. If you can fight off this attack you should be able to win easily since it's an all-in sort of strategy.

The trick to fighting off the Zealots is to keep your Marines in the bunker, and repair it with your SCVs. If the Zealots leave to attack something else outside the range of your Bunker, unload the Bunker and chase them. Just don't let them catch you out in the open. Just 3 hits from a Zealot kills a marine.

Zealot Rush: When you scout if you find a Gateway up and being Chrono Boosted with no Cybernetics Core in sight, that's a sure sign of an early Zealot coming to your front door. Finish your wall off quickly and be prepared to micro the Marines you have to fight it if he gets through.

Early Stalkers: If you scout and see a Cybernetics Core and no Zealot you'll probably be encountering some early Stalker pressure. This can be dangerous if you decided to wall off your base, the Stalker will be able to fire on your buildings without getting in range. To fend this off throw a Tech Lab onto your Barracks and make some Marauders to push them back.

Terran Rush Defense Against Zerg

Zerg doesn't have any way to proxy, as I haven't seen a strategy for an early Hatchery + Spine Crawler push yet. So get your scout into their base early to see what they are up to.

Zergling Rush: This strategy has been around since the early days of the original Starcraft, catching unsuspecting players with no defenses and taking early wins. If their Spawning Pool is already up or almost done when you get your scout in their base you better bet that there's going to be some early Zerglings to your base.

To fight this off finish your wall off quickly and get a Marine out to push them back so they can't kill your buildings.

Roach Rush:  This strategy isn't as popular as it was in beta when Roaches were only 1 supply. If your scout sees the Spawning Pool up and one gas being mined, then wander around his base for awhile to see what he's up to. If an early Roach Warren gets put down you'll have to tech up to Marauders to keep them at bay.

A little more popular is the Zergling to Roach transition. The Zerg player will start off with a ton of Zerglings and bait you to get a lot of Hellions and Marines. Then he will quickly transition to a big Roach force that will handily take out your force and destroy your base, so watch out for it!

Baneling Bust: Banelings are extremely dangerous and will take out Supply Depots and Marines really fast. If your scout sees that a Baneling Nest has been built, then you need to reinforce your wall. Just a few Banelings will take out a Supply Depot then you could have a bunch of Zerglings streaming into your base through the hole. Getting some early Hellions to roast them and Marauders to stand in front of your Marines can help you fend off and early Baneling Bust.

Mutalisk Rush: If your scout gets into your opponent's base and see 2 gas Extractors put up, then there's a good chance that he's going to do a 1 base Mutalisk rush. After he gets the Spawning Pool he'll immediately upgrade to a Lair and put a Spire down. You'll need a lot of Marines and/or Thors to fight off Mutalisks. Tech up quickly and keep scouting to be sure that's what he's going for.

Losing to an early rush can be frustrating, but with experience and these Terran strategies you will be able to laugh at would-be rushers and take them down after you fend off their silly tactics.

Again once you defend the rush you need to focus on good macro and making enough units to secure the win. This Starcraft 2 macro guide can teach you how.