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TvZDealing with mass speedling/baneling/muta/roach - Page 2

Forum Index > StarCraft 2 Strategy
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Lithose
Profile Joined May 2010
United States31 Posts
May 05 2010 16:15 GMT
#21
On May 06 2010 00:30 lew wrote:
I am still having problems against this and I never saw a replay where someone won against muta baneling... This is just ridicilous. I win 2 matches easy vs someone, and the third game he goes muta baneling roach and I get destroyed so easely. You can't properly micro against banelings supported by other ground units, that's just impossible...


I don't have a replay for you...But a bio ball works. You just have to make sure your marauders and your rines are on different hotkeys, when you see the banelings, run the marines away and leave the rauders. They only do 22 damage to marauders since they aren't light.

Its not easy but its how I have been dealing with them.
Tanc
Profile Joined May 2010
United States28 Posts
May 05 2010 21:46 GMT
#22
The main problem with going the mech/marauder build is that it enforces you to turtle inside your base and push out very slowly to expand. If the zerg player has a good amount of mutas, the second you push out to expand he's going to hit your base. Now, to stop this you need to either have a lot of turrets, try and rush to counter him by picking up your thors in medivacs, or leave some units in your base.

If you try and counter him, then it's about a 50/50 chance you'll win, depending on how many expos the zerg has.

If you spam build turrets, you'r going to lose on the macro battle pretty bad, as that will force you to go pretty unit light. This will either make an extremely long game where you slowly push out expansions and eventually get smashed by brolords, or just a constant swarm from the zergs 7 bases to your 3.

The last case is probably the best choice, but it makes it much harder to move out of your base since the lings/blings/roaches will smash your army if they're muta light. If they're muta heavy, you might be fine.

It just takes too long to get this entire composition of enough thors to counter mutas, then marauders, tanks, and hellions with medivacs to counter lings/blings when the zerg player can get them so fast. If you only have 1 or 2 thors, 1 tank, like 4 hellions, 1 medivac, and 10ish marauders, you'll still get trampled by the zerg forces. It seems like you seriously need a handful of each unit to do any effective damage. But, by trying to either stop the zerg from expanding, or expanding your self while making these units is damn hard due to constant muta harass.

Then, even when you finally do get enough units to manage a full frontal attack on the zerg, they'll just tech swap to full roaches/hydras and you'll likely never be able to tech swap back to counter their forces.

I dunno, this is pretty much what happens to me in 90% of my zvt games, currently at around 1700 platinum, and zvt for me right now is crazy frustrating, as I'm constantly harassing the zerg player while trying to expand, it just makes no difference. It feels like I have to outplay the zerg player by miles in order to beat them in a macro game.
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