• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:29
CET 11:29
KST 19:29
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
mca64Launcher - New Version with StarCraft: Remast How much money terran looses from gas steal? BGH Auto Balance -> http://bghmmr.eu/ Which mirror match you like most or least? Gypsy to Korea
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
Cricket [SPORT] 2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5044 users

[D] Unit Movement Speed and Army Synergy

Forum Index > StarCraft 2 Strategy
Post a Reply
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 08 2011 21:13 GMT
#1
The synergy of an army depends on numerous factors, including:

- Complementary armor categories (e.g., marines and marauders)
- Complementary targeting (i.e., ability to hit both air and ground)
- Synergistic abilities (e.g., forcefield and zealot charge; stimpack and heal)
- Complementary attack ranges vs. tanking abilities (e.g., roaches and hydras; zealots and colossi)
- Relative attack speeds
- Relative movement speeds

Some of these factors are obvious and often explicitly discussed in the SC2 community (such as forcefield/zealot charge), whereas others are seldom even considered. Here, I'd like to discuss the role of unit movement speed in determining army synergy, and differences between races in this regard.

[image loading]

Please note, this is not intended to be an imbalance thread. I am simply trying to share some of my own thoughts on game mechanics with the community. I am not suggesting there there is some sort of game imbalance resulting from different speed synergies. However, I do believe this is an important aspect of race mechanics which is not often explicitly discussed.

First, I'll list all unit speeds:

+ Show Spoiler +
Protoss

Probe 2.81

Zealot 2.25/2.75
Stalker 2.95
Sentry 2.25
Immortal 2.25
Colossus 2.25
Dark Templar 2.81
High Templar 1.88
Archon 2.81

Phoenix 4.25
Void Ray 2.25/2.95
Carrier 1.88
Mothership 1.41

Observer 1.88/2.81
Warp Prism 2.50/3.38

Terran

SCV 2.81

Marine 2.25/3.38
Marauder 2.25/3.38
Reaper 2.95/3.84
Ghost 2.25
Hellion 4.25
Siege Tank 2.25
Thor 1.88

Medivac 2.50
Raven 2.25
Viking 2.75/2.25 (air/ground)
Banshee 2.75
Battlecruiser 1.41

Zerg

Drone 2.81 (2.81)
Queen 0.94/2.50

Zergling 2.95/4.70 (3.84/6.11)
Baneling 2.50/2.95 (3.25/3.84)
Roach 2.25/3.00 (2.93/3.90)
Hydralisk 2.25 (3.38)
Infestor 2.50 (3.25)
Ultralisk 2.95 (3.84)

Mutalisk 3.75
Corruptor 2.95
Brood lord 1.41
Overlord 0.47/1.87
Overseer 1.88/2.75

N.B. All speeds taken form Liquipedia, and given to 2 decimal places. In cases where a unit has a speed upgrade or ability that modifies speed, both speeds are listed, separated by a slash. Zerg unit speeds on creep are given in brackets. I have not included unit accelerations in this analysis; these can play an important role, but are of secondary importance to speed in most cases.


What you may notice is that for the most commonly used terran and protoss army compositions, unit movement speeds are very similar, enhancing the synergy of these units.

Marine, Marauder, Medivac: 2.25/3.38, 2.25/3.38, 2.50
+ Siege Tank: 2.25

Zealot, Stalker, Sentry, Colossus: 2.25/2.75, 2.95, 2.25, 2.25
+ Immortal: 2.25


On the other hand, zerg ground army compositions have relatively different movement speeds.

Generally speaking, uniform unit speed helps simplify army movement, since the units move and attack cohesively, even when placed in the same control group. I believe the speed differences within zerg armies help to account for the perceived fragility of the zerg ball when facing a terran or protoss ball of similar or smaller supply (separate from the question of which army is more supply effective). Poor micro and/or control group assignment can easily result in fragmentation of zerg armies. Zerg armies are thus especially sensitive to the timing of engagements.

As a counterpoint, different unit speeds can improve synergy under certain circumstances. For instance, speed upgraded roaches move faster than hydras (both on creep and off), and are thus automatically more likely to take the front in battle, which is beneficial given both their shorter range and better tanking abilities. Similarly, speedlings can run ahead of banelings to trap enemy units. In general, it is also beneficial in engagements if melee units are faster than ranged units. In this respect, prior to the research of zealot charge, zealot/stalker compositions have poor speed synergy because stalkers have a tendency to run ahead of zealots.

While I don't claim that speed synergy is the dominant factor in determining overall army synergy, I think it is an important factor that is often overlooked, and I hope this post gets people thinking more about it. As an example, consider how differently terran armies would behave if the movement speeds of marines and marauders slightly differed.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
GreenMachine
Profile Joined July 2010
Canada5 Posts
Last Edited: 2011-01-08 22:17:24
January 08 2011 22:17 GMT
#2
I would argue that due to the speed differences with Zerg armies, the need for flanking and proper setup (and ideally, choice of arena) for your battles is extremely important and uses the speed differences between units to not make a difference.
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2011-01-08 23:33:28
January 08 2011 23:32 GMT
#3
If you want to get into bad synergies, try Ultralisk and Zergling. Those units trip over each other ALL the time, so much so that there's no real reason to have both on the field. Add Broodlings in to completely screw up your melee line.

It's a bit strange that players run Zerglings up the front, when in reality you don't have to. Roaches have a long weapon cooldown and a VERY quick burrow. It's not disadvantageous to run the Roaches in front, let them take the first shots both ways, and burrow for the Zerglings to flood in. With some practice you don't have to lose much, if any potential Roach damage at all. The alternative is to lose half your Zerglings before firing a single shot from your Roaches.

It lets you hide your true numbers, encouraging your enemy to rush in before bringing the full forces to bear. In this respect, Zerglings act like an auxiliary or cavalry force for your Roaches.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2011-01-09 02:37:44
January 09 2011 02:37 GMT
#4
while i appreciate this thread and agree with most of it, i think there is one fundamental flaw in it: you assume that similar movement speed makes a diverse army stronger. the truth however is that differing unit speeds just increase the amount of control/micro needed, but once the necessary micro is available (pros), the faster a unit is the better.

a good example would be the medivac speed nerf. now they have a much lower tendency to run ahead of the bioball, so mmm balls are easier to move across the map. the unit synergy in terms of movement speed was increased. but it still was clearly a nerf, not only because it made drops much less effective but also because medivacs now have a much harder time fleeing from a lost battle.

the faster the unit, the better. even though stuff like lings + other melee or stalker zealot require more micro to keep formation than e.g. marine marauder.
"What am I supposed to do against this?" - "Lose!" :-]
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 09 2011 03:28 GMT
#5
Thanks for the thoughtful responses.

@Greenmachine

I agree, flanking is an excellent way of making sure different components of the army arrive with the right timings, and it's one of the reasons flanking is most used by Zerg.

@bobucles

I think you raise a great point. In many cases, especially against terran, it's beneficial to have roaches in front as the army enters the firing radius of the enemy army, so that they auto-target the roaches. With ideal timing, lings then flood by to reach the enemy army as the roaches attack. A similar technique can be used with banelings busts, by sending the army in the order: ling (or 2), banes, lings. That way, the first ling or 2 will soak up enemy fire, allowing the banelings to hit. A lot of this comes back to control groups, and it surprises me to see that even at the pro level, a lot of zerg players have mixed unit compositions on a single hot key - sometimes even the entire army! This makes it very hard to ensure that roaches tank the first round of enemy fire.

@Black Gun


while i appreciate this thread and agree with most of it, i think there is one fundamental flaw in it: you assume that similar movement speed makes a diverse army stronger. the truth however is that differing unit speeds just increase the amount of control/micro needed, but once the necessary micro is available (pros), the faster a unit is the better.


That's an interesting perspective. I don't think I've said that similar movement speed is just better - as I pointed out, having different unit speeds can in fact be helpful. As you say, a perfect player would simply want all units to have infinite (or at least high) speed so that they could always micro them to exactly where they wanted when they wanted. However, in practice, I don't think even the best pro players are good enough to take advantage of that.

I agree that the medivac speed nerf is overall still a nerf, but it has undoubtedly made 1a-ing with MMM even more viable. In this sense, it's more of a nerf at the pro level (where drops are more common) than the amateur level.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Please log in or register to reply.
Live Events Refresh
KCM Race Survival
10:00
Grand Final
Kim Chul Min (afreeca) 1088
LiquipediaDiscussion
The PondCast
10:00
Episode 87
CranKy Ducklings18
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 233
Nina 144
ProTech127
SortOf 101
StarCraft: Brood War
Horang2 11954
Sea 2857
Bisu 1832
BeSt 238
Mini 206
Light 152
Snow 135
hero 119
Soulkey 102
Rush 93
[ Show more ]
Backho 93
EffOrt 89
Last 58
ToSsGirL 58
Hm[arnc] 54
ZerO 45
Soma 42
sorry 40
Sharp 36
sSak 28
Shinee 26
NotJumperer 22
Barracks 20
Bale 18
Free 17
Nal_rA 14
Shine 14
GoRush 11
soO 6
SilentControl 6
Dota 2
BananaSlamJamma171
XcaliburYe69
League of Legends
JimRising 364
Reynor43
Counter-Strike
olofmeister1358
shoxiejesuss1229
kennyS576
edward10
Other Games
singsing1410
ceh9646
Liquid`RaSZi633
Happy193
Fuzer 153
crisheroes152
Livibee110
Mew2King96
Sick82
ZerO(Twitch)7
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH324
• LUISG 24
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
WardiTV Team League
1h 31m
BASILISK vs Team Liquid
OSC
1h 31m
OSC
7h 31m
Replay Cast
13h 31m
WardiTV Team League
1d 1h
Big Brain Bouts
1d 6h
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
1d 23h
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
2 days
BSL
2 days
[ Show More ]
RSL Revival
2 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Rush vs PianO
Flash vs Speed
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-25
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.