FennecTheFox's Strategy Guide
Zerg vs Terran (Lost Temple) Description: This is a two hatch strategy that enables you to tech quickly to Lurkers. Late game your army will consist of primarily Hydras/Lurkers and a few Defilers. This strategy is geared towards Marine&Medic users. 2 Barrack Marines/Medics is the most solid strategy for Terran vs Zerg. This strategy can work well vs other Terran:Zerg strategies as it offers you quick tech at a relatively risk free approach. I recommend that you 10 Drone (with Vespene trick) Overlord and expand vs Terran at all times (unless you're sure he won't attack early.) 8 rax will easily take out a 12Hatch/Pool/2Drone/Expand build. 3 Hatch Lurker will not allow you to tech quick enough. At least with 10Drone/Overlord/Expand you will be able to get Lings out/Sunken up earlier to assist if need be. The rules of expanding have changed. When you spawn at 12 and your opponent is at either 9 or 6, Hatch above your ramp. There is no point in expanding below your ramp, as you will have no 3rd Hatch to defend, and so it's rather pointless. Hatch above ramp will offer better cover. If you're at 12 and your opponent is at 3, you should 9 Pool Lurker rush. I rarely ever lose when I do this. It's best to finish the Terran off as quick as you can from those positions - otherwise he can Tank your choke and he also doesn't have very far to push into your main, allowing him to be more aggressive. Your options are severly limited. I'm sure all of you know the 9 pool Lurker build, but in case you don't - here it is.
If you're at 3, and your opponent is at 12, I suggest you do the same thing as mentioned above. When you spawn at 9 or 6, you can expand at your natural. When you spawn at 3, you can place your Hatchery like this - provided that your opponent isn't at 12. Build the Hatchery as close to the Extractor as you possibly can. This is as close as it will go. If you expand to your natural first you cannot protect your main (Unless you mass Lings.) This is not what this strategy is about. You cannot cover your choke effectively with Sunkens from your natural. You can block the choke with some Lings and have 2-3 Sunkens that reach the choke, but if the Terran has good Micro, he'll Stim and gun down the Lings guarding the choke, and run into your main. Then you're fucked. After you build your Pool and two Drones, you will build an Extractor. Make non stop Drones/Overlords. When your expansion Hatch finishes morphing. Take a Drone to it and morph a Sunken. Only 1. Build a set of Lings for scouting puposes. Make sure your Overlords are placed properly (atop the Terran's Cliff, so you can see when he's coming.) 1 of your scouting Lings will probably die, unless you've got gosu micro. Use the second Ling as a look-out. Place it a little outside of the Terran's main. You need to know exactly when Terran will be pushing out, so you can prepare in time. If he kills your Ling(s) and runs back to his choke you will need to build 1 more set of Lings. Often enough the Terran will fake an attack. I.e. he'll rush 3 quarters of the way to your base and turn back - making you build unrequired Sunkens. You will only need 3-4 Sunkens at max with this build. Sometimes you won't even need more than one. Recon and timing are the absolute keys to the beginning stages of this strategy. If you see the Terran pushing out with Marines/Medics and you don't quite have Lurker aspect researched, build a few Sunkens. The amount of Sunkens you build depends on the amount of units he has. You will be able to judge this more clearly as you use this strategy more and more. Scouting is essential in performing this strategy properly. |