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Reply Evolution Chamber: Up Your Arsenal
A ZvZ proposed build

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C4D
Captain

Newbie Noob

PostPosted: Wed Aug 31, 2011 2:25 pm


I haven't given it much practice, so it only works in theory, but here is something I would like to try, for dealing with ZvZ at the current stage, where we see a lot of infestor, roach players.

Early game build, plays out pretty well standard, 13 gas, 14 pool, followed up with a roach warren, and a baneling nest soon after that, as you can afford them on the one gas.

Having these buildings available should allow you to expand, and properly deal with whatever early composition comes your way. Then, use of speedlings and roaches, pressure can be placed on your opponent while you expand, or you can use the roaches, lings and blings to defend pressure while you expand.

The baneling nest is then used only to counter large zergling pressure, otherwise, save the gas to get the +1 armor upgrade from your evo chamber, and a quick lair.

While you are expanding, you should be throwing down your second gas, and then starting your lair, immediately after the expansion hatch at your natural is finished.

If you can fit in another evo chamber with +1 melee, around this time, I think it would also be a very good idea.

Then a series of decision making comes into affect in order to choose the next order of operations, based on your scouting once the lair tech is finished.

If you scout spire, you should rush your infestors out, and place about 2 spore crawlers at all your worker lines, to defend against inevitable mutas, and follow up with a basic infestor roach build.

If you don't scout spire, it's likely your opponent will be going into an infestor build, with roaches, so the best response, I deducted, would be to rush your very own spire, and get only one spore, and one spine at each undefended expo, to spot for burrow units, also investing in 1-2 overseers will be a must.

Once the spire is finished, build only 5-6 mutas, and use these to force your opponent into getting anti-air, snipe overlords, sieze some map control, scout, expand, and only gentle harassment, without engaging in any real confrontations.

Use this opportunity to expand, and saturate your gas immediately, and begin teching to hive, get your +2 melee, and maintain map control for as long as you can.

Do not spend minerals on unnecessary lings, use minerals on queens, drones and spine crawlers, the inevitable fungal growth will just devour lings, and you have mutas to harass with, you don't need the speed lings.

Once hive has finished, and your third base fully saturated with gas at least, get the greater spire started and begin corruptor production, positioning them in multiple areas around the map and spread out a few with your main army, which may actually be composed mostly of spine crawlers and queens, with a some roaches, a few infestors if you can find a way to afford them, using a 4th expo at some point.

Once greater spire is finished, you can morph to broodlords, and use these to seal the deal, using multiple attack routes, and I figure fungal growth is fairly ineffective against them, and roaches can't touch them, so the broodlord should make quick work of them as well.

Obviously, timings need to be worked out, and every tweaked accordingly, this is just a proposed strategy, that needs to be tested out several times before I can really tell how well it may or may not work, so if there are some zergies out there that are familiar with the infestor roach build that wanna help me test this out, I'd greatly appreciate it.

You can send me a message on Bnet at Dragosani character code 244
PostPosted: Wed Aug 31, 2011 5:06 pm


as a protoss i usually let my scouting determine my anti-zerg strategy which most people do roach/hydra-infestor, i try to move out my army and kill them before the infestors can build up energy. but as zerg i'd just say stall for ultras, since "frenzied" makes infestors basically useless against them and they can tear through roaches and hydras with relative ease". and probably some queens to back them up and heal.

realmcutter

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Onos

PostPosted: Wed Aug 31, 2011 8:33 pm


Whoa, infestors have a new ability now? o.o

Other than that, a lot of builds can benefit from using static D. In Z v Z, spine crawlers can be massive, since they do +armored. And if they are running roach infestor, you're doing the +dmg to all of them. Have some buffer roaches, and fg them stuck into range of the spine crawlers, and you can come out of the fight on top with smaller numbers just because of static D.

I've been looking for ways to incorporate static d into builds, just because they seem to be generally overlooked. (Force field splitting armies, and preventing retreats from cannons)
PostPosted: Mon Sep 05, 2011 5:17 pm


realmcutter
as a protoss i usually let my scouting determine my anti-zerg strategy which most people do roach/hydra-infestor, i try to move out my army and kill them before the infestors can build up energy. but as zerg i'd just say stall for ultras, since "frenzied" makes infestors basically useless against them and they can tear through roaches and hydras with relative ease". and probably some queens to back them up and heal.

fairly sick avi dude o_O

ecstasy frost
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Evolution Chamber: Up Your Arsenal

 
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