mutas and he went gols//tanks i switched to lurk drop after making 6 mutas for harass(shitty job though t.t) and then just pumped lurk ling...unofrtunately this got owned so i got darkswarm which saved me some time and then right when i got ultras he owned me and i had no supporting units...what is the best way to counter the gol//tank combo
zvt vs mech..
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Terross
United States878 Posts
mutas and he went gols//tanks i switched to lurk drop after making 6 mutas for harass(shitty job though t.t) and then just pumped lurk ling...unofrtunately this got owned so i got darkswarm which saved me some time and then right when i got ultras he owned me and i had no supporting units...what is the best way to counter the gol//tank combo | ||
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Taguchi
Greece1575 Posts
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suffeli
Finland772 Posts
![]() Anyway... it really depends what kind of build does the terran make. You have to take advantage of the lack of mobility (excluding vultures) that terran mech has and expand lots. Secure expansions with 1 sunken / lurker to avoid annoying vultures. Also try to have a good amount of mutas at anytime to counter ledge gol/tank drops. Fast expanding terran is vunerable to lurkers and hydras. Be careful with pure mutas: gols supported with valks can devastate them and also your overlords. I would go 2 evo ling upgrades/mutacombo to ultras and own. Have fun! | ||
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ToKoreaWithLove
Norway10161 Posts
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FakeSteve[TPR]
Valhalla18444 Posts
Also seems to me that ling/hydra/muta -> crackling ultra would own metal =\ Don't know though | ||
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Deleted User 3420
24492 Posts
= win | ||
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Terross
United States878 Posts
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surv
Belgium337 Posts
Ok that was a joke. Definitly go for the spire. | ||
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SillyCat
United States960 Posts
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beanmachine
United States115 Posts
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SoMuchBetter
Australia10606 Posts
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amat
United States1788 Posts
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Liquid`Oaral
162 Posts
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X)Benny
France1270 Posts
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SpuniasauR
Australia1500 Posts
so be careful he doesnt contain u and power hard with a few more expands than a T usually does against a z. and suffeli, what sort of temple do u play on? with an island in the bottom left corner :p keke | ||
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GoSexyPerli
United States1072 Posts
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ObsoleteLogic
United States3676 Posts
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x[ReaPeR]x
United States3447 Posts
In my OPINION Hydras are a bit better because they can't make Valkyries to own you and you can contain/maintain map control while expanding and teching to Ultra/Crack. | ||
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Commander{+}
United States2878 Posts
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Beast_Bg
Bulgaria1623 Posts
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GroT
Belgium3003 Posts
For example, mutas and lings work great together because goliaths will start targeting the mutalisks, which are very tough and take half damage from goliaths but deal little damage, and ignore the zerglings, which are very fragile but deal alot of damage. Therefore: Muta//ling >>>> gols. But what if the terran player uses two science vessels and vultures too? the vultures will always target the fragile lings, the irradiate spells will make the mutas goliath dinner. so it's all about what unit mix owns what unit mix, so you should just try your best to be the one with the better unit mix. I know, it's not the easy counter you were looking for. (if there was such an easy counter against everything the game wouldn't be very interesting at all) instead of asking yourself what's good against mech, ask yourself "Why don't terrans like to mech against zerg?" and come up with this list: 1. At the start of the game, any mech build, even the cheesy rax before supply -> bunker rush, should be less reliable and less powerful than the 2rax m&m rush builds. What does that mean? It means that you can get away with building less sunken colonies and zerglings while still fast expanding. And every sunken colony and zergling you don't make, is an extra drone and it gives you quicker lair tech.. 2. The terran player will use valkyries or science vessels against mutalisks, both of these take a long time to tech to. Therefore, you should always start out with mutalisks. Only turrets can save him and those can't attack your base and cost him money.. 3. Terran players can't change their unit mix as quick as a zerg player can, because every hatchery keeps working when a zerg player changes his unit mix while barracks or factories or starports become idle when terran players change. therefore you have the advantage in this very important aspect of mech vs zerg. The art is for you to always have the right units mix against his unit mix.. 4. When you have plague, the terran player is basicly history. Therefore you don't even have to feel pressured to finish the game quickly | ||
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surv
Belgium337 Posts
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Liquid`Drone
Norway28781 Posts
if you suck at microing m&m, you honestly should go metal instead, then you have some people you just totally can't beat because they won't lose to metal, but you wouldn't beat them with m&m anyway unless you are amazingly good at that, and you have a lot less losses due to stupid shit like losing 12 rines to 2 lurkers and stuff like that you can probably beat every zerg outside korea cept like 10 with a good metal. | ||
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Commander{+}
United States2878 Posts
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SeBASTa
China1147 Posts
mass hydra or mutalisk+lings is effective way to counter mech | ||
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stepi2
Czech Republic1 Post
can you tell me what is the best strategy againist m&m and late in hte game marines,tanks and vessels? | ||
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amat
United States1788 Posts
http://amat.sux2bme.com/2867T_hntopspeed_W.rep Zerg uses a cute low-resource counter strat that includes defilers. ![]() | ||
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