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[Q]ZvP - unit composition?

Forum Index > StarCraft 2 Strategy
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Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
May 30 2010 01:39 GMT
#1
Hey guys, I've been having trouble dealing with the massive midgame toss ball. I'm talking about a protoss army consisting of about 10 zealots, 8 sentries, 18 stalkers, and 5-7 collosus. If you saw the Idra vs Tester games today then you know what I'm talking about. This death ball comes out right a little bit before broodlords come out.

I've tried playing around in the unit tester but NOTHING seems to work. I've tried different compositions of hydras, lings, roaches, infestors and corruptors in different numbers(I even tried mixing in mutas) but nothing can beat this death blob except for something with broodlords in it.

One thing I learned at least from the unit tester map is to always lead with your broodlords and always use corrupt on them. But it seems that even 10 corruptors cannot one shot a corrupted collusus.

The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
Skyro
Profile Joined May 2010
United States1823 Posts
May 30 2010 05:51 GMT
#2
Generally hydra or hydra/roach + some unit to counter the colossi, which is either infestors or corruptors, works pretty well. But as a toss player, for me at least it all comes down to positions more so that unit comps once armies get this big.

Also I have no idea how a toss player can mass such a huge army as you describe and somehow it's still "before broodlords come out." You describe an over 100-supply army right there.
Feefee
Profile Joined November 2009
Canada556 Posts
Last Edited: 2010-05-30 06:03:58
May 30 2010 06:02 GMT
#3
I don't know the answer to that either, although I think you're going to have to micro and use positioning like Skyro says. The problem with colossi is that 10 corrupters can probably kill 5-6 clossi, but your entire ground army will be roasted by the time they do it, so you have to find a way to NOT get shot at by the colossi while taking them down. What that way is I don't know myself =P. Getting an insane amount of corrupters works but you need to be a bit ahead of the toss (which you often can be if he turtles until he gets 5-6 colossi).
Neural parasite sometimes works, and sometimes fails utterly miserably. I think if you want to NP iit's best to go with roach/ling support instead of hydra, because your infestors are going to be insta-killed if there's nothing in front of them. Good players will probably still kill them though, and then it's immediate game over because you're left with no counter to colossi at all.

Definitely tricky =(
L6-636536
Profile Joined May 2010
United States94 Posts
May 30 2010 07:12 GMT
#4
Sadly I suggest Ultras and Corruptors Ultras still have JUST ENOUGH to get close enough to tank while your other units break down the collosus. However the problem is is that if your near a ridge you might be screwed or if he has more stalkers then zealots you might be screwed and vice versa Its just really janky dealing with a group like that. As of late i've been trying to figure out how best to set up a thread to talk about Zerg units and countering units to comps.
Nifarious
Profile Joined March 2010
United States42 Posts
May 30 2010 07:13 GMT
#5
Well, there's also the old adage that the best way to beat a ball of awesomeness is to not let it get like that in the first place. I find that in midgame, if you have map control, your econ can get to 3-4 base, which doesn't exactly leave a two base protoss in the dust, but it sure puts the onus on him to bring the hurt. Keep in mind that you still have mobility on your side. Make sure you only engage where it's at your advantage. NP tends to work best with just 3 or fewer Collossi. If the positioning's right, you can still overwhelm with greater numbers of hydra/roach. Mass muta also works pretty well against the ball, I find, but I'd stay away from mixing both muta and hydra.
Basically, this kind of toss has to give up map control to get its strength up. Scout/position ovis well to keep your expansions safe, perhaps keep a spare group of lings on the side to run into his base if he pushes out, but most of all, figure out where you want to engage and make sure you have more stuff than he can handle. Your econ will beat out his tech.
Conversely, with muta, hit his base so that he has to pull back and then send your ground forces into the main entrance to take on presumably the things that don't shoot up.
overlord cuddler
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 30 2010 07:37 GMT
#6
It's kind of like terran mech where you can't attack straightup when they have that many col that are +2 or +3 attack. You have to try to pick off the col with corrupters will continually retreating with your army and make sure to have a strong enough econ and keep making units. Idra did a good job against TT1 on lt.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
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