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Zerg vs Zerg Strategy
CrunChyDate: Friday, 2013/May/24, 2:17 AM | Message # 1
Saturday, July 10th, 2010
Group: Elder's Board
Messages: 1510
Status: Offline
When doing a Mutalisk build you should start the Lair fairly early. We have observed multiple games of Idra's and found that this build allows Mutalisks to come out early without falling behind economically.

If you intend to be aggressive then it is best to get Metabolic Boost first. If you intend to be defensive then a Baneling Nest should allow you to defend against any Speedling all-in.

The Spine Crawler is not essential but it will make defense against early aggression much easier. You may skip this if you prefer a greedy style of play.

After you start your third base you should mass produce Zerglings. Use these to either pressure your opponent's third base or defend your own.

Build Order
15 - Hatchery
16 - Spawning Pool
17 - Extractor
16 - Overlord
@100 gas - Metabolic Boost
@50 gas - Baneling Nest
25 - Overlord
5:30 – Spine Crawler
5:50 – 2nd and 3rd Extractors
6:00 – Lair
6:15 – 4th Extractor
@100% Lair - Spire
Start third Hatchery
@100% Spire - +1 Flyer Carapace

Winning a Mutalisk war requires good multitasking and general mechanics (injecting and unit production). You should constantly produce Mutalisks while performing multi-pronged attacks.

Attacking the natural and third with Zerglings while attacking another location with Mutalisks is enough to make some opponents fall apart. However, this is a very micro intensive unit composition. Do not engage in a Mutalisk fight unless you know you will win. Be careful at your opponent's third since they will normally have a Spore Crawler with Queen support. Unless you have a huge Mutalisk lead this isn’t safe to attack.

The best way to defend against multiple Zergling run-bys is to make a couple of Banelings at your third and natural. Also build one or two Spine Crawlers at each base.

Information pulled from: TeamLiquid.net




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tenshenderDate: Monday, 2013/May/27, 10:35 PM | Message # 2
Thursday, January 24th, 2014
Group: Forum Visitor
Messages: 430
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From laddering, doing unranked matches, and watching GSL/ WCS Mutas are definitely a large part of ZvZ meta even with the Spore patch. That said I prefer fast aggression because ZvZ is such a volatile matchup that can end at any stage of the game to minor variations in unit comp/army size/micro.

Added (2013/May/27, 10:35 PM)
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I did a more All-In Variation of this build and managed to Snipe my opponent's natural Hatchery. Then I droned, expanded, and teched to Mutalisks. By denying your opponents natural timing as well hes pressuring/denying his third with speedlings until mutas come out you are in a very great position. When you have Mutas on the field and your opponent doesn't you have complete map control and can expand at will. Mutalisk +1 Speedlings are very volatile as well. A lot of credit goes to [Confed] Asumata !!!!

ZvZ Speedling/Bane Muta


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Commander of the CFS-Excalibur
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UnrealDate: Friday, 2013/July/12, 3:16 PM | Message # 3
Sunday, June 8th, 2014
Group: Forum Visitor
Messages: 17
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In ZvZ I almost never go hatch before Pool. I have seen it both ways but in a lot of games that I have played if you don't make you pool at or before the other player then your setting yourself up. Like you said ZvZ is a very up tempo game and if your playing a good zerg player and he scouts a late hatch that can spell doom for you. I hate losing my expo because he was able to produce lings before me. Baneling are so important in your defense. Once the game has progressed to the point where your both making muta normally both zerg will have extra minerals which they use to make zerglings. Having those banelings hiding our with your workers at your expansion is a lifesaver. Players like to dive those zergling into your worker line and just 2 baneling can kill 20 zerglings no problem.

-Zertoss


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DaedalusDate: Friday, 2013/July/12, 5:55 PM | Message # 4
Saturday, January 17, 2015
Group: Forum Visitor
Messages: 48
Status: Offline
Hey.

In terms of the gas timings, I tend to add on the second, third and fourth gases simultaneously when starting my lair, just so I can have a small advantage in gas (and thus more mutas) once my spire is finished. Alternatively, you could use the extra gas for +1 defense for your lings so that they don't die to 1 bangling hit. FOR THE SWARM!!!

-Daedalus
 
tenshenderDate: Friday, 2013/July/12, 8:16 PM | Message # 5
Thursday, January 24th, 2014
Group: Forum Visitor
Messages: 430
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Haven't seen anyone post about walling off yet. It's not just for Terran/Protoss players. It can be extremely useful to se up chokes to defend late midgame ling/bane runbyes with minimal units . I tend to wall off after the initial ling/baneling war stage of the game. I normally accomplish this with a double Evo chamber drop(usually already have one Evo and a spine at my natural ramp) and a macro hatchery with1-2 additional spines. This placement gives the player time in case your opponent decides to skip Mutalisks and go for a roach push first. After my spire is done my first priority is denying/destroying my opponents third base, Sniping spires and harassing workers.

No one cared who I was until I took the helm.
Commander of the CFS-Excalibur
:|: Strength~Pride~Unity :|:


Message edited by tenshender - Saturday, 2013/July/13, 0:19 AM
 
permdDate: Tuesday, 2014/April/22, 7:29 PM | Message # 6
Wednesday, April 30th, 2014
Group: Forum Visitor
Messages: 6
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i think you can rush 7 pool and win if they don't rush the 7 pool~!~~

zerg player going for gm
 
XLichKingXDate: Wednesday, 2014/April/23, 9:30 PM | Message # 7
Saturday, January 17, 2015
Group: Forum Visitor
Messages: 31
Status: Offline
could you do a 10p rush and maybe get away with it ZvZ?
 
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