Monday, April 22, 2013

ZvZ opening theory

ZvZ opening theory.

After experimenting with my ZvZ build for a few more weeks, I have to say it withstands the test of time. ZvZ is still one of my most successful matchups. The opening is still useful in nearly all circumstances. I believe a 7 pool is about the only opening that beats it, and even then it’s somewhat map dependant.

I’d like to say that ZvZ has about three phases.

Phase 1 - Zergling run bys and Baneling wars.

Phase 2 - Mutes or brute force.

Phase 3 - Tier 3 units and the fight to keep expansions.

The reason why my ZvZ build is so good is, it gets phase 1 right. I’ve come to learn that many zergs actually attack before my build is ready to attack them. In other words, my build gets a few more drones where many opponents would simply begin to make zerglings. That makes my build better for defending than attacking, but still useful in each circumstance.

Game theory would suggest that it is better to attack than to defend. After all, in phase one of a ZvZ, two banelings can pretty much win the game outright. But against a worthy opponent, you’ll both probably lose a few drones and a good number of lings before stabilizing and teching up to a lair and phase 2.

Although lair technology offers many choices, only two are any good. You either make a cloud of mutes and attack. Or you make a ton of roaches and attack. It’s tempting to go for infestors or hydras, but I’ve never seen that tech choice actually work for anybody. Infestors, at their prime, were tough to use against mutes. In HotS, they’re impossible. And with mutes having an inherent speed boost, hydras are doomed to never get the engagement they need.

If you go for roaches, its important to attack early, and to use your excess minerals on spores and queens. The trick is to get speed, run into his mineral line, and do damage that he can’t recover from. You must have enough anti air back at your base to repel the inevitable mutalisk counter attack.

If you go mutes the plan is different. You want to run in and kill as many queens and drones as possible, as fast as possible, before me gathers too many defenses. If he overspends on anti air, you must use your mutes to clear the map of overlords, and MOST IMPORTANTLY, deny his third.

Since zerg anti air only really works with proper creep spread on an established base, you shouldn’t have much of a problem denying his third while you take your own.
Phase 3 is still uncharted territory for me. But with solid Phase 1 and 2, you won’t ever need it. As one of my recent opponents told me, “Have fun with your six minute games.”

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