Clan GG offical Forums
Home­Calendar­FAQ­Search­Memberlist­Usergroups­Register­Log in
Post new topic   Reply to topicShare | 
 

 ZvT lurk,ling timing attack

View previous topic View next topic Go down 
AuthorMessage
GG)SHiELD
Admin


Posts: 32
Join date: 2009-02-22

PostSubject: ZvT lurk,ling timing attack   Sun Feb 22, 2009 5:26 am

That is write this is a Zerg vs Terran strategy write up of Lurker + ling attack timing. This is something a lot starting terrans and ever some that are decent with terran struggle against. If you do this right only way terran can stop this is if he bunkers up (Considering he went a standard build order)

Here we go I will talk about this. Good thing about this build is you will not really need sunkens but you have to judge compare to what you scout and see of course. This is always good follow up with speedling opening.

Focus of this timing attack is getting the lurker tech rather early...before the terran can get decent tank count and before vessel comes into play. Basically just lurker vs marines. So I will mention logic to this since build order always vary in this build to be honest you just got base if want cut drones to get up more units or not and have lesser lings with the attack.

you want to open with 12hat 11 pool build order. Or 12 hat 12 pool your choice. Get your gas on 14 or 15 psi.

This build is focus on getting up units quickly and money being gather and spent evenly so very very important on build order part of when get 2nd gas started..

when your pool finishes get 4 - 6 lings to help stop the scouts of the terran force him to waste scan (you can make more lings if want attempt break FE terran.

Once get 100gas 150 minerals make your lair in main. Make your gas at your expo and mine it. Also keep pumping drones non-stop

Put down your Den when lair is 1/2 of the way finished. (try to hide den best can force them scan more)

Pump drones lay down 2 sunkens or 3 if needed...try not to loss your units unless you have to against sunken break attempt.

Once your lair finishes. start your lurker upgrade and put down 3rd hat. Now start pumping lings + about 8 - 9 hydras. Upgrade ling speed...You got keep eye on your gas you might can get 12 hydra turn them all into lurkers..Remember know you need lords once you make them lurkers. Once you get about 8 - 12 lurkers + 24 lings which should come about time lurkers finish morphing head out asap...try to see how he's positioned...He might be heading out on the map by now.

Take 2 expos with gas as your heading out. Go hit your opponent if he has 3 - 4 bunkers judge accordingly you can possibly break it then you might not. If you don't atleast kill majority of his units your expos will be unprotected. So it's important you control very well.

As you are doing this attack they more in likely going know your taking expos...so get spire up and some scourges to prevent drops.

When your attacks successful like this you have 2 options. You can go hive tech or you can keep making units and just have massive amount lurkers + lings and scourges...just throw down 3 evo and upgrade like crazy. Don't let him get upgrade advantage against you.

If your attack fails. Well main thing is map control. YOu can not tech to hive...If you do and he catches you He will move out and basically win the game before your hive tech gains it's advantage with units. It's easy sign for terran to take the win. I love zerg who try tech to hive too fast they are easy to beat.

Main thing when your attack fails is try gain map control again asap...if you don't your expos will fall and basically 2 base zerg vs 2 base terran isn't really good.

If you do happen lose your attack and your expos. You need find something try get back in. Something can harass his scvs and force him lose units or 1 or the other. If that fails it's pretty much GG means he beat you in 3 battles usually too hard come back from that early in the game.

Recap of important parts of the build:

12Hat
11Pool
14Gas
-get 4 - 6 lings after pool finishes
-get lair right when get resources. (do not 3rd hat need lair more quickly)
-add gas at expo after you start lair
-add den 1/2 way when lair is complete
-add 3rd hat
-upgrade lurkers once lair completes
-upgrade Ling Speed
-Start ling + hydra production (remember have lords when morphing into lurkers)

Most people i watch do this have like anywhere from 8 - 12 lurkers and around 18 - 24 lings (Of course you pump units non-stop while your upgrading lurkers.)

If you want attack to stay powerful keep pumping lings once you head out since they have speed they can get there fast to help out. You can experiment this build if you like but basics of it is gas management and knowing when to pump strictly units to prepare the timing attack.
Back to top Go down
View user profile
HeyToYou



Posts: 11
Join date: 2009-03-21

PostSubject: Re: ZvT lurk,ling timing attack   Sat Mar 21, 2009 4:46 am

this is 100% build order I created and tested...
I Should be credited for his build which was first posted on 3.mZ) Forums.
Back to top Go down
View user profile
 

ZvT lurk,ling timing attack

View previous topic View next topic Back to top 
Page 1 of 1

Permissions of this forum:You can reply to topics in this forum
Good Game  :: Battle Field :: Zerg Strats and Build Orders-
Post new topic   Reply to topic