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How 2 Counter Tank/Thor as Zerg?! - Page 2

Forum Index > StarCraft 2 Strategy
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kYem
Profile Blog Joined March 2010
United Kingdom412 Posts
November 17 2010 20:58 GMT
#21
mass mutas are great agains this build, i was using it for a few games and it worked decently however next time he just went mass mutas and zerglings, while i had like 8 thors with +2 attack it still lost badly to mutas.

Obviously scouting zerg army composition is really important because i had like 10 tanks who did nothing plus some helions

From then on i always build marines no matter what, as its only real counter to mutas
Hell
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
Last Edited: 2010-11-17 21:14:53
November 17 2010 21:13 GMT
#22
Are there any replays with muta/ling or broodlords against terran mech? I've seen mutas completely murder battlecruisers, but i'm not sure if yamato has AoE like the thor.

From experience, I've only seen ultra/ling or infestor doing well against terran mech.
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
kawazu
Profile Joined May 2010
United States111 Posts
November 17 2010 21:14 GMT
#23
On November 18 2010 04:23 Risen wrote:
I recently switched from protoss to terran and I constantly go tank/thor v Zerg. My play has gone from about a 600 diamond level toss to 1800 level terran play (judging this based on the people I'm able to consistently beat in in-house play). I find that if my opponent goes any kind of muta build it's an instant win for me because I just push and win. Doesn't matter that I lost all my SCVs I have MULEs.

What seems to work well for the zerg who face me is to expand twice asap and mass roaches and banelings while teching to greater spire or ultras (if ultras get drop tech so the ultras can be dropped straight into the mech ball). The zergs I play with complain that it's too hard to tell whether I'm going mech or bio and to this I say SACRIFICE SOME DAMN OVERLORDS/OVERSEERS. Changelings work occasionally too, but I'm pretty good at spotting them, so sac some overlords to see what tech im going.

I'll try to play some matches vZ tonight and upload the reps, but scouting seems to be the answer for terran mech imo


I still think muta ling could hold this off until very end game. Siege tanks are terrible against zerglings until a very high critical mass and thors aren't great either.

Your only defense against mutas would be mass thors, but that would cut down on your tank count significantly which you would need to stop mass lings from absolutely ruining you. From my experience, mass thors will lose to mass muta if you let the zerg player macro up very much and he magic boxes.

How do you stop muta ling with that build?
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
November 17 2010 21:17 GMT
#24
I find scouting this build early on and applying lots of pressure works quite well. This builds only good once they get a large deathball, until then they can't move out. Harassment works great as well, but that only works until they get enough thors.
Descolada in everything not TL/Starcraft
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
Last Edited: 2010-11-17 21:26:11
November 17 2010 21:19 GMT
#25
On November 18 2010 06:14 kawazu wrote:
Show nested quote +
On November 18 2010 04:23 Risen wrote:
I recently switched from protoss to terran and I constantly go tank/thor v Zerg. My play has gone from about a 600 diamond level toss to 1800 level terran play (judging this based on the people I'm able to consistently beat in in-house play). I find that if my opponent goes any kind of muta build it's an instant win for me because I just push and win. Doesn't matter that I lost all my SCVs I have MULEs.

What seems to work well for the zerg who face me is to expand twice asap and mass roaches and banelings while teching to greater spire or ultras (if ultras get drop tech so the ultras can be dropped straight into the mech ball). The zergs I play with complain that it's too hard to tell whether I'm going mech or bio and to this I say SACRIFICE SOME DAMN OVERLORDS/OVERSEERS. Changelings work occasionally too, but I'm pretty good at spotting them, so sac some overlords to see what tech im going.

I'll try to play some matches vZ tonight and upload the reps, but scouting seems to be the answer for terran mech imo


I still think muta ling could hold this off until very end game. Siege tanks are terrible against zerglings until a very high critical mass and thors aren't great either.

Your only defense against mutas would be mass thors, but that would cut down on your tank count significantly which you would need to stop mass lings from absolutely ruining you. From my experience, mass thors will lose to mass muta if you let the zerg player macro up very much and he magic boxes.

How do you stop muta ling with that build?


Wait hold on... my question is how do you magic box with mass mutas. I think mass mutas can't take mass thors, but if the opponent spent minerals on turrets and tanks, he wouldn't have the critical mass of thors. I really think some replays would help...i've never seen a match where mutas beated mass thors and i always go muta/ling.

Stats-wise a fully upgraded thor does 27 damage with splash to mutas. They have range of 10 vs mutas' range of 3. Thors also can have up to armor 4.
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
Dominator1370
Profile Joined November 2010
United States111 Posts
November 17 2010 21:45 GMT
#26
Google is your friend: http://starcraft2.danomatic.com/2010/09/15/mutalisk-magic-box/

Essentially, if you select a group of Mutalisks (note: this stops working so well around 36 Mutalisks - split them into multiple groups if you get that many) and then click in the center of it, they will naturally all fly to that point, then spread out far enough that Thor splash should only hit 1 Mutalisk at a time, assuming they don't group up again. To ensure this, once they're spread out, move (not attack move, and don't click in the center of your group or they'll try to re-cluster) your group of Mutas directly over the the Thors and stop them there (you can use stop or hold position as you prefer). They'll fire down on the Thors, and the Thors will have to single-target them down. Note that his Thors can still kill your Mutas pretty effectively, but it's not an out-and-out slaughter the moment Thors step on the field.

Also remember, your Mutas aren't alone. If your opponent, say, has more Thors than tanks, you can engage first with your ground troops, then fly your Mutas in once the ground army engages. If your opponent has more tanks/Hellions than Thors, you can lead with the Mutas. Either way, your mobility and air/ground mix lets you engage on favorable terms to exploit any lack of anti-air or anti-ground.

As a side note, you're absolutely right that at some point, you're probably better off with T3 units, which is (ironically) what makes Muta/ling so good: you force him to get a bunch of anti-air to deal with the Mutas while teching up to Hive and getting 3/3 melee/carapace for your Zerglings, then you tech-shift to 3/5 Ultras with 3/3 Cracklings. If at any point you need anti-air again, your Spire is still there - you're only a production cycle away. Realistically, though, you're ground-pushing so hard at this point that any air-play is an all-in attempt at a base-trade which probably won't work.
Boundless
Profile Joined July 2010
Canada588 Posts
November 17 2010 23:14 GMT
#27
Thats the beauty of Mutaling. You have the timing window where your harassment and mobility can keep him in his base, and that's exactly the window where you have to take the map and beat him to T3 tech.

The nice thing about Tank/Thor is that both of those units are relatively high up the tech tree, so there's not really a "big scary unit" (as day9 says) that Terran is rushing up to from there. Mutaling gives you mobility, lots of bases, and from there you can get your big scary units - Ultras and Cracklings.
"Sin shall not be your master, because you are not under law, but under grace." - Romans 6:14
Darowave
Profile Joined November 2010
Australia2 Posts
November 17 2010 23:40 GMT
#28
If he pushes out solidly with thors I would go ling, funny thing happened to me when vs my mate,If u get a good surround on each though and the opposition is busy clicking somewhere else the thors won't focus fire and keep spinning around making look like they are break dancing haha. But if the player is focused I would back it up with muta (magic box) or if u have some infesters close by mind control so they don't attack n keep them still and kill them
Parra
Profile Joined September 2010
United States152 Posts
November 17 2010 23:49 GMT
#29
I like the idea of Broodlords someone mentioned earlier, but only get a few as they are expensive and they are there to have broodlings cause tank splash damage to the Terran's own units.

Expand expand expand, Terran mech takes forever to replace so keep his army count low with muta harass and speedling ambush on unguarded bases or flank reinforcements.
Aeruthus
Profile Joined September 2010
United States98 Posts
Last Edited: 2010-11-18 00:02:14
November 18 2010 00:01 GMT
#30
You can deal with Mech play in so many different was, either directly with Roach Infestor (There's others that work, but it'd take a long time to list off and my wrist hurts, so yeah lol) like we saw Ret do, or indirectly with Speedling/Muta (lots of counterattacks, pick off thors and tanks that are all alone etc.).

The most fun for me is to just do lots of counterattacks, if you see them pushing out to secure an expansion, attack where they just moved out from with speedlings, then when they move back to defend just run. The immobility of Mech is in my opinion the biggest weakness. That and if you catch the tanks out of siege.
a_randomguy
Profile Joined December 2010
United States2 Posts
December 01 2010 03:25 GMT
#31
Ok so I'm a super low level Zerg player trying to claw my way up and seem to be having the same issues. I can deal with the cheesy stuff (bunker rushes and the like), but it's this normal play that gives me the most problems (Tanks especially, and the occasional Thor). Especially the Early/Midgame 4-6 Tanks (w/SiegTech) plus MMball.

I usually use Speedling/Roach tech to Spire, Muta, die technique.

I am thinking that Infestors may be a huge help, but whenever I try to use them I just plain die. They all get picked off way before they help me out. I don't really know the best way to utilize them. Do I fungal? Grab some tanks with Neural? And what's the best positioning for the infestors? Or am I even on the right path here?
Scila
Profile Joined October 2010
Canada1849 Posts
December 01 2010 04:20 GMT
#32
Mass roaches shits on mech really, really hard. You just abuse the fact that the Terran HAS to be sieged up to be able to kill your forces. This means that you can either attack his base before he reaches your base by baiting siege mode, or attack him when he's not sieged up (using ovies/creep for sight).
All we have to decide is what to do with the time that is given to us.
mucle6
Profile Joined December 2010
2 Posts
December 19 2010 23:53 GMT
#33
I wasnt able to see the replay cus of some error , and i didnt start playing the game until about november 30th so im not sure if this option was around then but .... One broodlord beats one thor , also if they are going a thor/ tank build then when the tanks kill the broodlings they will splash dmg onto the thor * i think*.

Now , one might ask why not just use lings to get the tanks to splash on the thors.
Xanczor
Profile Blog Joined July 2010
United States254 Posts
December 20 2010 00:09 GMT
#34
Oh this is actually pretty simple. Go standard and get a relatively fast third while harrading with mutas. Remember, you dont have to kill 100204728 scvs with your mutas. The longer u delay the death mech ball from pushing, the better. Transition into mass ground units. Like mass. Like day9 would say, just have more shit than the terran. So roaches and lings mainly. If u can magic box mutas, they are extremely effective verse small numbers of thors. So if that terran is like hurhur im so cool i can defend each base with one thor u can punish him pretty badly. Also, remember, mech is extremely immobile. This means u can mass expand, drop, and nydus pretty effectively. You also may need an in base hatch because ur producing a lot of units that cost larva. Oh yes, and dont forget upgrades.

Also fast brood lords works nice. They rape thors
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
mucle6
Profile Joined December 2010
2 Posts
December 20 2010 00:09 GMT
#35
stupid comp . anyways Now one might ask why not just use zerglings to get the tanks to splash on the thors , and that is lings can be attacked throughout their journery of where they are coming from and where they are going , where as broodlings can only be attacked at their destination. Plus with zerg stomp * Thors and hellions* ** that can be counted by broodlords and ultras** hellions crush zerglings. hellions also crush broodlings but yet again any type of splash dmg used to kill the broodlings will also affect whatever the broodlings are attacking.

Seeing that One broodlord beats one thor and tanks cant attack air , you would be crushing that combo with one unit. So you would be able to adopt an offensive unit to your army that could be chosen based on what else your opponent has.

Lastly to get broodlords you need to have a spire , which means you can harass your opponent with them and make him/her build missile turrets and then have your broodlords come in and destroy the turrets because broodlords outrange them.

Hope this helped !!!

-Tradurz 313
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