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       #Post#: 703--------------------------------------------------
       [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: RickSanchez Date: November 22, 2020, 7:38 am
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       Since the Patch Version 4.0 removed the Chemical Plant, I made
       very good results with this buildorder against good-avarage
       Terrans.
       Key to Victory: Delay the Terrans as long as possible, while not
       commiting in more pressure than absolutly needed. You will get
       Armor 1 very early to begin to stack transfuses. It is crucial
       that your transfuses are ready and are used on point, when the
       real Terran aggression in term of trying to kill Bigspines
       starts. The less aggression you face the earlier you have an
       infestor with 1k energy. Until that point you play simcity eco
       and try to come away with as few Slowlings as possible, until
       you have maxed out your Strikelings
       Openers:
       -> Greedy: You are facing 3 lesser Terrans. One Minute in you
       count less than 5 Refineries taken. 1 Spire, 4 Strikelings
       -> Average: All terrans try to take 3 gas. 6 Slowlings, 1
       Strikeling
       -> Premade Partner vs Top of the line Terrans: 9 Strikelings to
       activly deny gasses. Requires micro.
       Ecoplan:
       If your Terrans are not too good you can almost exclusivly build
       Extractor/Strikes in 1,10/2,5 order to balance the ratio while
       getting optimal income. The better the Terrans are you might
       want to do a conservative split like 1 extractor, 6 lings, 2
       strikes or 2,3,1 if the ratio tells you to build more
       extractors.
       Defense: In the early stages after your Terrans got
       shocktroopers you will have a hard time to do any damage with
       your strikelingharass. You split them now over the outer
       extragasses, to gain mapcontrol and vision. You cannot really
       deny your Terrans 3 gas after a while but allowing them extragas
       is a big nono so take care of that.
  HTML https://i.ibb.co/xGJcGss/split.png
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       Build the Strikelingspawners around the bigspines to fortify
       them.
  HTML https://i.ibb.co/JCmRmjN/strikeposition.png
  HTML https://ibb.co/rvFGF2g
       Early Tech into Armor 1 around 8-12th minute depening on terrans
       strength and get more and more infestors from now.
       Keep them in a healthy distance but near the spines to protect
       them. Also do not overbuild in that area. Your infestors need to
       be able to move quickly between the spines to deal with
       multiangle agression
  HTML https://i.ibb.co/1qVy0Vv/infestors.png
  HTML https://ibb.co/NjhDFhV
  HTML https://s8.gifyu.com/images/b1a28b2d95a99b5054.md.png
  HTML https://gifyu.com/image/iXdQ
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  HTML https://media.giphy.com/media/G7vCLWOMW7YbAfjZMp/giphy.gif
       The good thing: Enough transfuses can deny any amount of pushing
       marines.
       The bad thing: You are almost instantly dead if you manage to
       lose a bigspine.
       From that point Phase 1 Simcity is over and you need to tech
       into what your eco currently allows you. Depending on how long
       you defended, you end up with Primals or Ultras, to keep you
       alive until you have 4k-6k Eco and Armor 5 Upgrade.
       Phase 2 is basically a more conservative version of Phase 1 with
       big units. You still try to keep the ratio, to eco Armor 5 as
       fast as possible, with the difference that you absolutly cannot
       be sloppy again. If you lose more than 2 Bigspines on the
       lowground it can be lights out at any point. You need to take
       care of your weak angle by spawnerrallies and regrowth of creep.
       After you got Armor 5, you instantly place your Torra and hope
       to survive until it spawns.
       Don't worry about some more infestors maybe delay your eco,
       because you dont have to fear a great lategame eco of terrans
       and Torras break any bunker. You win now. :)
       #Post#: 707--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: Speed Date: November 22, 2020, 8:14 am
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       Funny, this is how I played pre-patch with brutalisks at
       20minutes with 4.5k+ income.
       Yep, can definetely work in this patch, too, though I personally
       feel like the more terrans adjust and play aggressive, the more
       the game is decided on armor2 vs T2, which is fine for me
       (nerfed roaches vs. buffed veterans work out quite nicely,
       though small adjustments may be needed once it is more figured
       out).
       You told me you are waiting for my zerg guide... but now you
       essentially made a guide about my zerg strategy yourself :D
       (with small differences, but still).
       Good guide, people should definetively try this.
       #Post#: 746--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: ZergTriumph Date: November 22, 2020, 2:33 pm
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       One modification of this build is to mass infused roaches
       instead of going straight into Armor 5.  I like to get a pool of
       4-5 infused roaches in reserve and use them to attack the terran
       armies as they come after my spines.
       #Post#: 803--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: RickSanchez Date: November 23, 2020, 10:40 am
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=84.msg746#msg746
       date=1606077222]
       One modification of this build is to mass infused roaches
       instead of going straight into Armor 5.  I like to get a pool of
       4-5 infused roaches in reserve and use them to attack the terran
       armies as they come after my spines.
       [/quote]
       That is true. It is also a great option, if you already lost a
       bigspine and are forces into an Armor 3 game to prevent further
       losses. Even tho Primals and Infused not pair well combowise it
       is overall still an strong anti-push. On the other hand it can
       be a commitment that fires back in form of Elite Marines. So you
       should look closely who you are up against. Against top of the
       line Terrans you want Brutas asap to deny any non-mass-elite
       push.
       You could also try mass banes now. It is kinda cheesy, but with
       your gazillion infestors you can easy effort it now and breaks
       italis bunker formidable.
       In that regard i dont miss old yard+chem uberwalls. they made
       banelings obsolete. now they are pretty cool.
       #Post#: 807--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: RickSanchez Date: November 23, 2020, 11:12 am
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  HTML https://media.giphy.com/media/mkCgr1xO2D9NZnBUQh/giphy.gif
       #Post#: 845--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: ZergTriumph Date: November 23, 2020, 5:43 pm
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       That's true.  Infused are virtually useless against elites.
       #Post#: 855--------------------------------------------------
       Re: [TEXTGUIDE] v4.0 Zerg Transfuse into Armor 5
       By: Speed Date: November 24, 2020, 3:01 am
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       Depends on numbers, but yes, they are designed to shine in
       different scenarios^^ (and I think it's fair for armor3 unit to
       not be great vs T3, it's not useless either). Torralisks could
       do a bit better, I proposed something in a thread about veterans
       and elites pre patch 4.0, but it was flooded with comments about
       walls sadly.
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