Two months after the queen-range increase, many Terrans still struggle in TvZ. It turns out that classical hellion play might be unviable. What can restrain the hand-wringing of Terrans everywhere?

There is no better place to turn than the once (and future?) King of TvZ, Moon “MMA” Sung Won.

In the IPL5 Korean Qualifiers against Choi "Zenio" Jung Min, MMA displayed an aggressive macro-bio style of TvZ in game 3 on Metropolis. Here, we’ll examine this Bio strategy. In a follow-up article, we’ll check out some of his tactics.

The opening

MMA uses a TvP-esque CC-first -> bio opener lining up Infantry +1/+1 with Stim and 2 medivacs. The CC-first assumes that Zerg opens 15-Hatch, and is safe with some SCV and marine micro.

Opening Scouting

MMA’s scout reaches Zenio’s base at 4:20. He sees the hatch timing and lack of gas.

What MMA learns:

Zenio’s most polar options are to immediately either get Vespene gas and research Metabolic Boost (Zergling speed), or take a 3rd base. With this gas timing, Metabolic Boost research cannot be complete before 7:40. Even without hellions, MMA has map control until then.

MMA’s response:

With map control until 7:40, he moves out, clears the Xel’Naga Towers, arriving at Zenio’s front door at 6:50 with 9 marines and his initial SCV scout checking for a 3rd base.

Based on his scouting, there are no bad outcomes for MMA. Only a few are likely.

1: Kill a third base (if there is one)

2: Marines die to mass slow zerglings (diverting larva from drones)

3: No zerglings are made and MMA retreats and retains his marines

The third scenario happens, with his marines heading home at ~7:15. With this poke, he has also gained scouting information.

1: No third base before 7:15

2: 3 queens at the front (assuming one in the main makes at least 4)

3: He retains the Xel’Naga towers on the way back.

More importantly, as he leaves, the SCV scouts the drone trying to build a 3rd base at 8:40. Given this late 3rd, he knows 2 things.

1: As of 8:40, aggressive Zerg play is not immediately likely.

2: There are no clear attack timings - delayed 3rd => stronger defenses

Given this, MMA builds a Command Center at 8:50. He stays even on bases with Zenio.

Mid-game

Let’s take a look MMA’s series of midgame pushes.

Most of MMA's attacks don't try to kill Zenio. It seems that his overall strategy as follows:

1: Pressure back creep spread

2: Provoke skirmishes - pressure Zerg away from Brood Lords

3: Mass expand behind the pressure to maintain an economic lead.

4: Kill Zerg on Lair or Ultralisk Tech with +3/+3 bio.

Let’s see how this combination of objectives works together.

1: Pressuring creep spread.

As usual, Terran wants to contain creep spread to minimize Zerg’s sight and mobility. MMA therefore poaches forward with his bio forces and cautiously kills creep tumors, keeping most of his army back to easily retreat.

2: Provoke Skirmishes

As his bio recedes creep, MMA’s position advances. Zenio must push back those forces to respread creep. Zenio has two options to do so.

A: Overwhelm MMA’s offensive forces

Overwhelming forces require heavy Vespene spending on banelings and/or infestors, delaying hive tech. Because Bio armies are low-Gas, this has no effect on MMA’s tech. This could leave Zenio on lair-tech against +3/+3 Terran Bio, which is problematic.

B: Pressure back MMA’s offensive forces

Zenio’s Zerglings and Fungal Growth can deflect the bio threat, preserving gas. This, however, leaves MMA with some army to with which to sooner return and attack. Once the Hive has morphed, it takes at least 3 minutes to have Brood Lords ready, compared to 2 minutes for Ultralisks. Thus, Ultralisks cut Zenio’s vulnerability timing by a full minute, almost forcing Zenio to build Ultralisks and further delay Brood Lord tech.

Zenio chooses option B, pressuring back MMA’s forces.

3: Mass expand

Because Bio is so mineral heavy, MMA delays his 5th and 6th refinery until after building his 4th Command Center. Meanwhile, if Zerg is busy worrying about his own safety because of MMA's aggresion, counterattacks are less likely, making expanding safer.

4: Kill the Zerg on Ultralisk Tech (without +3/+3)

MMA’s max-army attack happens right as Ultralisks are ready. However, because MMA has been playing Bio this whole time, he has 18 Marauders, and chitinous plating is not complete. Thus Zenio has a distinct tech disadvantage that MMA pummels his way through.

It’s worth noting that, when MMA started Infantry +1/+1 so fast, it probably wasn’t to have it ready to pressure back creep, but to bolster this final attack. However, in this game Infantry +3/+3 wasn’t ready yet. Throughout the game, Zenio was able to force MMA into retreating instead of being drawn into Terran-favored army trades. Because MMA retreated without trading armies, he maxed sooner and didn’t delay Zenio’s tech as much as he had probably hoped. Thus, he seems forced to engage before either of them had +3/+3. However, his accrued advantages carried him through.





Managing Variation

Zenio elected for a largely Zergling-Infestor fast-Hive style of play here. However, there are many ways to play ZvT. Here’s some thoughts on dealing with other styles.

1: Roach-Infestor

Terran already has marauders out, and can shift the add-on balance to favor marauder production.

2: Zergling-Baneling-Infestor

This will be hard. It requires much heavier micro and constant pre-splitting of armies. Put more emphasis on staying off of creep and trading armies. Bio is mineral heavy and Zerg’s army is vespene heavy. Great micro should keep you wasting Zerg’s Vespene, giving you a tech advantage.

3: Zergling-Baneling-Muta

Feel free to return to the classical marine-tank style of play.

4: Fast Brood Lords instead of Ultralisks

Attack during the extended window of vulnerability. With good micro this should just kill him.

5: A generally aggressive Zerg

Zerg aggression heavily delays Zerg tech and expansion. Look to expand and turtle to keep your tech advantage, with multi-pronged drop harass to slow them down a bit. This will handle extremely differently than how the studied game played out, and requires its own detailed analysis.

This is a micro intensive style, but it has its advantages. It cuts out early hellions, keeps the Zerg player uncomfortable, and forces the Zerg to play to your strengths. Zenio is no slouch, and even he falls prey to this high-octane bio aggression. With some real micro, your Zerg opponents may do the same.

Check out the replay in the IPL5 Korean Qualifier Replay Pack here.