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ZvT: Using early zerglings

martinello

martinello

Mon 15th Oct 2012 - 6:15pm

A Closer look at life - Examining the super aggressive ling style of the young Code S player, Marinekingprime.

For a long time in this matchup, terrans have been the aggressor. Between early barracks pressure, reactor helion or banshees there are plenty of options on how to punish zergs from droning to much. In the Ro8 GSL code S Life gave the terran race a little something to be worried about.

ZvT: Using early zerglings

With most zergs preoccupied on how to deflect and absorb damage, Life decides to fight aggression with aggression. He is very willing to make plenty early game lings to remove the terran presence off the map. Having speedlings around the map blinds the terran. They cannot run wild around the map with small amounts of helions or marines without just throwing them away.

When the terran is unable to see what a zerg is doing it forces scans or a middle of the road build. In the case of MKP vs Life, the early pushes from MKP were easily deflected giving Life a steady lead. As most players in this instance would expand, drone up and get more ahead, Life again turns up the heat. Knowing his forces and tech is unseen he prepares to baneling bust and follow it up with a flood of speedlings. The terran player was unable to hold after his early attack did not do the damage needed.

Opening ling heavy in ZvT gives you plenty of options in getting to the midgame. Which path is best depends on proper scouting. If you see a fast barracks expand, third cc or reactor helion; attacking early on can be an excellent way to get damage done. Get the command to lift and force them back up the ramp. Not over staying your welcome and saving most lings will keep you protected from any counter pushes and allows you to keep droning up instead of remaking zerglings.

Heavier pressure can be applied with banelings as long as you see a vulnerable wall. Depots and lone bunkers are excellent targets and can open attack paths inside for your speedlings. If you see techlabs on production buildings is when you need to be wary with attacks. Marauders, seige tanks and banshees can cause plenty of trouble for banelings making it tougher for the lings to close the distance. These units do not make your lings useless though as they still provide you with map control letting you know when and where the terran moves out.

This style of play can lead to overextension as we saw in game 1. Life did plenty of damage but was not making drones at home or preparing for later in the game. The old proverb of when you are ahead, get more ahead is still tried and true.