Force the Terran to stay inside his base with an early lurker contain. Take over the command center in the middle, lift it off and get it somewhere you can protect it. Grab your third expansion and fast tech to defilers while he breaks your contain with tanks and you are massing infested terrans. Then, pinch attack when he's crossing the middle.
Throw in all your lurkers/lings from one side, but save your dark swarm. When his units are busy fighting them and he is retreating to get out of range of lurkers, dark swarm and run in with all your infested terrans from behind.
Add scourge to take out science vessels for the ultimate suicide strategy.
If the game goes on longer, practice drops with infested terrans to take out all his workers on the mineral lines. If they are protected, destroy his factories and starports. The explosions do enough damage to take them out quickly.
Challenges: - being able to hold him in his base/nat for long enough to get dark swarm - microing your suicide squads well enough to make sure they don't all die on the same target - and obviously, not having your infested command center sniped somehow
The problem with that is that hydras do completely terrible vs high tank counts, and if they spread their tanks like a terran should you'd need an ungodly amount of plague to do anything. A smart terran would see hydras with range ups and start pumping from more than 1 fact. It's an interesting idea, I just feel that unless they're going pure sk or something you're probably gonna never be able to keep your hydra from exploding.
I am disappointed to not see my idea in any of the projects. Hydra/queen vs mech t. It does require your opponent doing something specific, but play on desti and you'll see it unless they're being silly.
And if you really don't want to do that, try using a dark archon lategame pvt to snipe out vessels the way they snipe hts in pvp. No emp would be devastating, the range on feedback is stupid high too and dark archons don't die that easily so tank splash probably won't kill it in battle. I think it's viable, and it's only 250/200 so it's almost 0 investment. If they don't make vessels, well you've probably already won so no worries =P
On January 07 2010 14:27 exeexe wrote: Is this a good defence against mutalisk harashment?
On mineral line have an arbiter. Arbiter will make it impossible for mutalisk to shoot on probes. Have 2 archons proxied, then if the mutalisk begins to kill the arbiter just recall the 2 archons and good bye mutalisk GG.
The thing is you could have spent too many ressouces (units energy etc) for the defence, so lets say what you have to say
You could start w/ a standard 3 hatch muta into lurker, but get spine upgrades instead of melee. Mass hyrdalisk off thee bases while using excess gas to build lurkers and a few queens. Use ensare to hold off any mid-game pushes and in the late game use defilers mainly for plague. Nooby Zero Clutter and BGH games have taught me that hydras supported by queens and defilers can rip apart marines supported by medics and Vessels. The smart terran response would be to trade vessels for tanks and that shit causes problems. This build leaves has three major issues that need answering. 1) Do you have enough gas in the midgame to build mutas. get all 3 hydra upgrades, build queens, upgrade ensare, and have sufficient lurkers to hold the terran back? 2) Is spawn broodling a viable counter to mass tank? (150 energy -.-) 3) Do you need the hands of christ to micro all those spellcasters?
PvZ -> incorporate like 3++ shuttle play like mass drops in opponents main? TvZ -> FE to mm/BC PUSH:D ZvP-> 2 base defiler/crackling push really fast like >10 minutes if possbile?
Reasonably standard game, but off two or three bases, get 2 dropships and use them for +1 M&M drops, like an Arbiter recall. (Aim to kill expansions or tech/production centers. 14 stimmed marines have ridiculous DPS.)
Terran, go gasless for as long as you can, in whatever matchup you like. CC's, Bunkers, Rines, Turrets, anything that you can get without gas. Switch to gas when you have an expo (or two if possible). Going to have to be creative with the units to delay techs that this can't handle (maybe combine with manner gas, for instance, or walling him in to delay, or offensive bunkering to harass).
Go into a DT build, get a dark archon and a shuttle. Mind control an SCV and steal it away. Tech to factories and start pumping tanks. Meanwhile tech to arbiters. Keep Terran busy and recall a shitton of sieged tanks on his main.
On January 07 2010 01:46 Faceroll wrote: Play ZvT on Holy World.
Force the Terran to stay inside his base with an early lurker contain. Take over the command center in the middle, lift it off and get it somewhere you can protect it. Grab your third expansion and fast tech to defilers while he breaks your contain with tanks and you are massing infested terrans. Then, pinch attack when he's crossing the middle.
Throw in all your lurkers/lings from one side, but save your dark swarm. When his units are busy fighting them and he is retreating to get out of range of lurkers, dark swarm and run in with all your infested terrans from behind.
Add scourge to take out science vessels for the ultimate suicide strategy.
If the game goes on longer, practice drops with infested terrans to take out all his workers on the mineral lines. If they are protected, destroy his factories and starports. The explosions do enough damage to take them out quickly.
Challenges: - being able to hold him in his base/nat for long enough to get dark swarm - microing your suicide squads well enough to make sure they don't all die on the same target - and obviously, not having your infested command center sniped somehow
- 12 Pool - 11 Gas - 12 Hatch - Lair (no ling speed) - Spire when Lair is done - Fast second gas - Take drones off gas once you have 600 - Expand to third gas - Put drones in gas again - Expand to mineral only - Add enough mutas to keep terran in his base otherwise pump drones - Get lurker tech - 5th hatch - Only make a few lurkers to defend and/or: - Do this neat tactic where you burrow lurkers on the lowground outside terran's nat and harrass with muta/lurker - Transition into late game
Not sure about a lot of things, but that's what I remember from the game.