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[D] PvZ Muta/Ling - Page 15

Forum Index > StarCraft 2 Strategy
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dobrzeee
Profile Joined February 2010
Poland71 Posts
November 10 2010 01:56 GMT
#281
On maps that allow me to do that i go forge expand in PvZ(90% chance Z go mutas). My main plan is to go templar archives with 1gate making warpgate, blink, +1 or if i can +2 ground and sometimes hallucination(for scouting) and charge in the meantime. From initial 1gate produce zeals and sentrys. Add 5-6gates and 2-3 cans near minerals. You should have ~6 stalkers and some sentrys when first mutas arrive. Then you will have energy on templars and blink done to deal with mutas easier. After my army grows And i have about 8templars, 5sentrys, 15stalkers and zeals i go for timing push. Stalker with stormers > mutas and zeals with attack upg >>> lings. If he switch to hydra roach your army composition should still be fine, but force field could become more important. If mutas try to harass my base when army is away, templars with instant storm after warp will deal with them.

This strat is of course possible if zerg go macro mode early. If he is you can attack him with initial 2-3 zeals broodwar style to kill some drones and force lings. If he is trying some sort of bust you should make more canons and faster build gate units delaying tech. If he is playing roach/hydra hts are still good and you dont need to defend your mineral lines.

The best maps for it are LT, Scrap station, Jungle Basin etc - ones with easy exp. Its also possible to transition from 1gate gas even with maps with wide entrance. When you see zerg hatch first you can get probes off gas, add forge(possible cannon rush) and exp safely when he have late pool and is defensive.

I am 1300 diamond player but i play sc2 only for 2 weeks so i dont think its my peak elo I played it only in a few games so timings are not so good but I like playing this way.
there is no such thing as luck in the long run but run is never long enough
BloodBaron
Profile Joined October 2010
United States21 Posts
November 10 2010 19:19 GMT
#282
There are two games I saw recently that are relevant to this topic. The first is from GSL on shakuras plateau, round of 64 season 2 suhoshin vs freeDSL

http://www.gomtv.net/2010gslopens2/vod/1180

The other is Sen vs Socke from MLG DC, casted by Day 9

http://day9tv.blip.tv/file/4357579/


I really like Muta/Ling style, for that map control, and these are both games P lost (though for different reasons). Phoenix are great for kiting mutas and taking control back, until he locks them down with fungal growth (game 1). Considering infesters can burrow-move, you always run the risk of getting locked down and muta-swarmed (at which point you're screwed). You can put observers out, but it's a tense battle (and P is the one in a position to loose). At any rate, you can't make too many phoenix, because if he switches out of muta you're stuck with a lot of anti-air that doesn't help much vs zerg ground.

In the second game storm and blink was used to decent effect, but there were many times the wounded mutas couldn't be picked off: having a few pheonix to clean up might have helped, but would working a starport in have been feasible? Protoss really doesn't have good air zoning: zerg can lock down air units and trap them, terran has thors to keep units at range (besides 9 range vikings), but protoss don't have anything comparable. Storm and blink can be effective, but they depend on poor positioning and good terrain for maximum damage; the range of fungal growth is a hard control, and the long range on a thor prevents any casual harass. Its easy, as in game two, to simply run away from storm and blink stalkers without taking too many losses.

Both of these are really large maps, with compounds the strength of muta. From what I've seen, and what people have posed, the best answer seems good pressure before the mutas come out followed up by continued pressure (with enough defense at home to hold off harassment). If you get locked down on a large map it's easy for zerg to get too far ahead (game 2). It's like asking, how do I deal with mass colossus? The best answer is to not let your opponent get 6-8 colossus up, or force him to do so with very few supporting units: they're using a lot of gas to get mass muta, and since protoss doesn't have an easy counter, you're best not getting in that position to begin with. On a big map, I don't know if there's another good way to play it: muta play is so commanding the only good counter is to stop it from getting up and/or pressure incessantly.

On smaller maps, you have more options. I just remembered another good game, Artosis vs ReiniHour on daily 207

http://day9tv.blip.tv/file/4310550/

Without going back and re-watching it, I recall him dealing with zerg air fairly well (protoss won the game). I know he forced him to make a lot of corrupters later on, but I believe there was some muta harass before that. At any rate, a good game to watch.
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