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Strategy / Re: Best style as Zerg in 3v3's?
« on: November 22, 2017, 04:36:27 pm »
3s with Zerg:
Lurker tech is super strong, it forces fast detection tech which slows opposing mass. Terran will have scan when +1 finishes, so micro accordingly. The lurker was built as the hard counter to Marine + Medic from T and mass Zlots from P.
9 hatch no choke, then 9 pool + ovie (order is preference really no diff and there are gas tricks)
go into 3 hatch + save larva. This will allow you map presence and the ability to support your allies with 6 lings.
If you've been scouted, go 2 hatch + sunkx2 to prevent sunken rushes + scv stack etc first 2 zlots if he doesnt protect his minerals...etc. Also remember marines can range drones so place sunkens in smart locations.
Stack drone attack +4-5 sunkens can stop PP from dealing any damage to Z, try to pull the T into attacking head on instead of waiting for tanks. If you're getting PTvZ in a 3s, ur parts will be able to counter the T easily in the mid game.
5 hatch hydra mass with 0 ups can win the game on the spot if z goes untouched till 5:30 in the game.
1 den works best for this build
3-4 hatch 1-1 hydra + lair. You need to add on gas and transition immediately into lurker when the Lair finishes since your mass is smaller.
2-3 hatch Lings. This build is a pretty solid early pressure but it has to deal real damage. Time this with allies or use it to counter when your ally is holding an attack.
Drone max base is around 85 drones. This cannot support poor micro air, so don't lose units. If you tend to lose a lot thru misclicks/mismicro, expand and add 5 gas. You should have around 12 hatches from which to mass. (2-3 control groups give or take everytime u macro)
If you're sitting at 168-180/200 and have 0 gas. Make lings to add to your army.
Defiler + zerglings buy time for mutas and learning to properly micro these units together will win you games. They also hard counter goons and allow into tech switch lurker defilers r guardians.
Have vision and try to determine when you're going to be attacked and sunken up accordingly. Watch how your partners attack. If you are 3on1ing someone, the opponents can 2on1 one of either you or your allies. PT and PP can kill any race at this point in the game if the army is out of position.
3s are either very aggressive or super passive till the mid game. If you notice 1 player choking, scout the other players chokes and see if 1 is lacking. You can kill people this way and win games early on.
5 pool rush, 4 pool if you want, but I believe 5 pool is best. 6 pool can add a choke which does have advantages, but this is a cheese. The sooner ur lings are on their minerals, the sooner they have to pull and aren't mining. Your allies cannon placement/bunker + scv stack will affect if the player dies. Keeping lings alive is more important than killing that last probe. There will be future opportunities to attack probes without zlots nearby.
Not the best Z around, but I've played my fair share
GL HF
Lurker tech is super strong, it forces fast detection tech which slows opposing mass. Terran will have scan when +1 finishes, so micro accordingly. The lurker was built as the hard counter to Marine + Medic from T and mass Zlots from P.
9 hatch no choke, then 9 pool + ovie (order is preference really no diff and there are gas tricks)
go into 3 hatch + save larva. This will allow you map presence and the ability to support your allies with 6 lings.
If you've been scouted, go 2 hatch + sunkx2 to prevent sunken rushes + scv stack etc first 2 zlots if he doesnt protect his minerals...etc. Also remember marines can range drones so place sunkens in smart locations.
Stack drone attack +4-5 sunkens can stop PP from dealing any damage to Z, try to pull the T into attacking head on instead of waiting for tanks. If you're getting PTvZ in a 3s, ur parts will be able to counter the T easily in the mid game.
5 hatch hydra mass with 0 ups can win the game on the spot if z goes untouched till 5:30 in the game.
1 den works best for this build
3-4 hatch 1-1 hydra + lair. You need to add on gas and transition immediately into lurker when the Lair finishes since your mass is smaller.
2-3 hatch Lings. This build is a pretty solid early pressure but it has to deal real damage. Time this with allies or use it to counter when your ally is holding an attack.
Drone max base is around 85 drones. This cannot support poor micro air, so don't lose units. If you tend to lose a lot thru misclicks/mismicro, expand and add 5 gas. You should have around 12 hatches from which to mass. (2-3 control groups give or take everytime u macro)
If you're sitting at 168-180/200 and have 0 gas. Make lings to add to your army.
Defiler + zerglings buy time for mutas and learning to properly micro these units together will win you games. They also hard counter goons and allow into tech switch lurker defilers r guardians.
Have vision and try to determine when you're going to be attacked and sunken up accordingly. Watch how your partners attack. If you are 3on1ing someone, the opponents can 2on1 one of either you or your allies. PT and PP can kill any race at this point in the game if the army is out of position.
3s are either very aggressive or super passive till the mid game. If you notice 1 player choking, scout the other players chokes and see if 1 is lacking. You can kill people this way and win games early on.
5 pool rush, 4 pool if you want, but I believe 5 pool is best. 6 pool can add a choke which does have advantages, but this is a cheese. The sooner ur lings are on their minerals, the sooner they have to pull and aren't mining. Your allies cannon placement/bunker + scv stack will affect if the player dies. Keeping lings alive is more important than killing that last probe. There will be future opportunities to attack probes without zlots nearby.
Not the best Z around, but I've played my fair share
GL HF