Watching replay #2. Will update the post as I see things.
First off, I'm very mystified by the zerg opening. At 1:47, we have gas before Spawning pool is unorthodox, but OK if you're going for early banelings/speedling sI guess. however, as soon as the gas finishes, KC begins building a spawning pool (so he was looking at hte base) BUT DOES NOT PUT ANY DRONES ON GAS. Wtf? If you're not going to mine the gas asap, get pool first for an earlier queen. The Gas finishes at 2:10, but isn't mined until 3:40. At the same time, KC has 500 minerals without being psi blocked. The opening definately needs some work.
On SMAs side, I'm not sure I agree with building a rax and then getting OC before the first marine, considering he hadn't scouted his opponents base yet. If the zerg were going for a rush, he'd be boned. And not in an arousing fashion.
Around the 4-minute mark, KC has tons of minerals and larvae lounging around unused.
I reccomend hotkeying your hatchery and its attendant queen to make sure your larvae are always morphing. On the plus side, your queen injects larvae immediately after spawning.
It's usually a good idea to spawn a second queen. Especially against terran. They're good for warding off early aggression, and the extra energy can be used for spawning creep tumors or transfusing. I like the overlord placement -- too many people forget they can be used as scouts.
Most of the game, SMA has a nearly dead SCV standing at the top xel'naga tower, with an overlord hanging above him. It's cute and all that you can get along, but the SCV is telling SMA exactly when you're pushing out. How about sparing a zergling to eat it?
SMA seems to be going for a strange(ish) build at 4:50. I would've liked to see a reactor going down on that second rax for fast hellions once the factory finishes.
At the 5-minute mark, KC has 450 minerals and map control. This would have been a good time to plop down an expansion. Against bronze up to high platinum, you'll be able to defend your expo on lost temple with a creep tumor, 2 spine crawlers and some speedlings at the choke.
At the 6 minute mark, considering the amount of zerglings KC is making, there's really no excuse not to get zergling speed. It makes them a LOT better at gettign those lovely surrounds that eat terrans dead. Make a mental note to yourself KC: Unless I am going for baneling rushes or another cheese build, my forst 100 gas should go towards researching zergling speed.
SMA has had his tech lab for a while, but continues to produce marines, and is now building a tech lab on his factory. If you're not going to research stuff in your tech lab or build advanced units, there's no sense in gettin git. I notice an armory going up, which I find doubly confusing. If you're going mech, why did you build 2 rax? In fact, why did you build 2 rax when you're only producing off of 1? If you wanted the tech lab for your factory, fly it over. Also, at the 6-minute mark, SMAs mineral line is getting oversaturated. Considering you got supply blocked, it would've been a good time to cut SCV production and get an extra command centre ready.
At the 6-minute mark, both playersa are keeping their resources fairly low, which is good. I'm liking the expansion, KC, but you only have 13 drones and 1 queen. Considering you weren't gettign attacked, you may want to up your drone production so that you're slightly oversaturated when the hatchery pops. That way, you can simply transfer a bunch of drones to yhour expansion and have it mining instantly. Also, you really need to build that extra queen sooner. You haven't begun ypur creep highway yet. Now would also be a very good time for you to tech to lair and make a sweep of the xel'naga towers. A zergling on each would be great for early warning. (A few minutes later, this becomes obvious as your queen finally spawns a tumor and crawls sloooooowly between your 2 hatches to inject larvae. If you'd built the queen way earlier, you'd have had creep halfway across the map fo radded sight and movespeed bonusses. Not to mention a queen ready at both hatcheries).
A VERY DISTRESSING THING I NOTICE AT THE 8 MINUTE MARK: Neither player has a single control group set. WTF!? Control groups on buildings, people. Get your production hotkeyed. For zerg, a trick is to hotkey all your hatcheries to one keyfor quick larvae access. Hotkey all your queens to another key and use inject and click the minimap. The nearest queen will go to the hatchery in question and inject larvae. Makes the timing easier.
Considering neither of you have scouted each other for quite a while at this point, Terran should spend some energy on a scan and Zerg ought to fly an overlord over the terran base to see what production buildings are up. Terran STILL hasn't built a second command centre. WTF? Especially against newer players, you build that ComCent, load some SCVs into it and fly off to take a secondary base if you're worried about holding your natural. In all the time you two have been standing around, SMA could easily have build 2 bunkers and a supply depot to choke off his natural and filled the bunkers with marines.
9 minute mark. Finally some action! I like that KC sends a single sacrificial zergling up to see what happens. Mass marines behind a wall. considering you have gas to spare, I'd love to see a baneling nest at this point. you've made seperate control groups for roaches and lings.
If you can lure those marines into chasing your roaches, a ball of surprise banelings from behind will RAEP SMA. The Thor is going to be nasty when it arrives. but mass lings can take it down if the marines are gone. Spare banelings after melting marines should be used to blowing up the wall.
At this point, the tech lab on SMAs barracks has proven itself a total waste. not a single non-marine is produced, and no research is being made from it. Seeing as SMA is going for massed thors at this point, I would've liked to see some upgrades on that armory. KC is getting roach speed, which is nice. I can't overstate how sweet an evo chamber would've been for ground carapace or some melee/ranged attack to upgrade your army considering the low pressure in the opening.
Definately needs more drones on that expansion base, KC. If you can keep the terrans contained and saturate your own bases, you'll start pulling ahead in production. The massed thors are going to be a bitch in a moment though. On the topic of expanding, I'm a bit mystified that you go with 1 gas at your main and 1 at uyour expansion, instead of grabbign 2 at your main way earlier. When you tech to lair is a good time to get that second gas. As soon as lair is up, you'll want to get either mutas or hydras, as those are by far some of the best zerg units. And both cost heaps of gas.
Once you place a creep tumor and it finishes building, you can click it and produce a new tumor with it. I notice you haven't. That creep needs to be spread as a priority, mister. not only will it give your units a huge speed boost, it'll also grant you vision.
When KC complains there's nothing he can do about the walloff, I'm imagining a group of 6 mutas doing a hit & run attack from the north, absolutely buttraping SMAs mineral line. SMA needs to stop clumping all his supply depost together in a corner, as if he were a noob zerg hiding his overlords. Those supply depots go around the peremiter of your base, to warn you of incoming muta harrass.
13-minute mark: Spawning 5 overlords at the same time is overkill. I know it's annoying to get psilocked, but more than 2 is shooting yourself in the foot. Especially since you want to get an army up ASAP for the faceraep that's incoming. Considering you haven't seen the OMGSHITWALLOFDEATH thors that are up, I'm questioning the logic in getting mutas at this point. A bunch of hydras to go with your roaches owuld've been awesome against marines. An evo chamber with some ranged attack upgrades, and roaches in front of hydras to soak damage would've ruined SMAs day. Another trick, since you have a hatchery and see he has a bunch of infantry: Infestors. Fungal growth does ridiculous amounts of damage to massed terran infantry. AND it allows you to run away if things get ugly, or prevents him from fleeting the ball of baneling death. Your build priority of zerglings and roaches is bad against what you've seen so far. you really need to tech switch to hydras, banelings or infestors at this point. Or simply get the infestation pit, go hive and build ultralisks.
Also, no evo-chamber yet? Sheesh. you're severely underestimating the power and importance of getting armor/attack upgrades for your units. A zergling kan kill a marine in 9 hits. A zergling with +2 weapons can kill a marine in 6 hits. By the same logic, a marine kan kill a basic roach in 29 shots. Give the same roach +2 armor, and the marine will take 48 shots to kill it.
When SMAs command centre finishes and begins to upgrade to Orbital Command at 13:50, his minerals are oversaturated. Half of those SCVs should go IMMEDIATELY to the expansion. I cannot stress enough how big a boost to your economy a timely worker transfer is. Given the absurd amount of thors you have, you really should've moved out by now. If nothing else, then to put some pressure on the zerg, who pretty much have free reign of the map. Imagine for a moment if the zerg had taken the invitation you extend by turtling and built another 2-3 expansions. A macroing zerg would've had 10-12 ultralisks by now.
KC -- I'm liking that you move overlords to the islands to spot sneaky expansions. The zergling checking the other expansions is also a nice touch. It may even be worth to place a zergling on permanent station on the most likely expansions to spot when the terran moves out rather than wether he already has. Also, for the love of Kerrigan, KILL THAT SCV AT YOUR XEL'NAGA TOWER!
Big fight at the 14-minute mark. I don't get why you first send in a small wave of zerglings to get devoured by the marines, then your roaches, keeping both your small group of mutas and a larger group of zerglings in reserve. Attack with your whole army at once or not at all. Sending them in piecemeal gets them chewed up. What MIGHT have worked (and might not, given how out-macroed yuou were at this point), would be to send in the roaches first, then zerglings follow up immediately after enganging. (a few banelings or a single infestor with fungal growth would've WRECKED those marines btw). Meanwhile, a sinple forced move from your mutas onto SMAs mineral line would've taken care of his production line nicely. He had no turrets up, and he woul've had to either flee your frontal push or lose his scvs. By the time you spot the thors, you should've retreated with your roaches. There's no shame in fleeing when you're outgunned.
To answer the final question -- What can I do against mass thor?
1: You can scout them. Those thors were hanging around in your opponents base most of the game. Once your hive is up, consider getting overlord speed upgrade and sending a sacrificial overlord in to see what your opponent is up to. Scouting is critical. Scouting does not mean knowing where your opponents base is. It means regularly checking what he's building and training so you'll have the correct forces to counter him.
2: You can get a good feel for when to expand. Expanding does not only mean when you build your extra hatcheries (of which you could easily have built 3 or 4 in this game), but also when to produce tons of drones.
3: You can upgrade your units. +1 damage may not sound like much. But when the +1 damage is spread over 30 zerglings with a fast attack, it adds up quickly.
4: Mass your forces. Sending n your army piecemeal is bad idea
5: Continue teching. After you built your roach warren and hive, you didn't really tech save for building a handful of mutalisks. Yes, your unupgraded tier 1 and tier 1.5 units lost to a massed tier 3 unit. Consider if you'd gotten ultralisks, broodlords or massed hydras, that battle would've taken a completely different turn.
6: Creep, spread it. You built an early tumor. This is good. you never used it to spawn more. This is very, very bad. Consider this: Creep gives all of your units increased speed. Since the terran units will (nearly) always outrange you, the extra speed means you'll be able to close quickly and sdtart laying on the hurt. When you spot a ton of thors, creep also means you can GTFO. You also have vision of stuff that's standing on your creep, so it's a fantastic early warning system if you can get the creep spread up to the enemys base.
That's all I can think of for replay #2. I'll go watch #3 now.