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This guide will help people who are struggling with muta/ling/bane style against terran. Those of you with godlike muta/ling/bane micro need not apply . However the concepts are still useful for a muta/ling/bane player.
Mutas are not really strong against marine/mine in a straight up fight. So I'll take any excuse not to make them as I'm sure a lot of other zerg would as well. But everyone always points out mutas are really good at defending against drops. Or more precisely preventing drops from happening. If we could get around this and spend our gas on infestors mid game suddenly we are a huge threat to any kind of mass bio attack. We are no longer trying to lose our army in the most cost effective manner. Or as many people like to say "trading cost effectively". Instead we are destroying masses of infantry with fungal growth and losing only energy.
Mobile Defense
500 minerals / 100 gas / 10 supply
That's the cost of a drop with 8 marines.
250 minerals / 50 gas / 4 supply
That's the minimum cost of defending against that drop with 6 zerglings and 2 banelings. Provided they are standing underneath the medivac while it's unloading.
This is just an example. The point that should be taken from this is that marine drops are not cost effective and not strong. They are simply inconvenient to deal with. They move your army out of position, require your constant attention to see them coming and force to use up apm dealing with them. More on this later.
Static Defense
Building positioning is not something a lot of zergs are used to paying attention to. But it's something that the other races have mastered out of necessity. Terran for instance have known for a long time how to defend against mutalisks. Your turrets go around the edges and your bunker goes in the middle. All to often I see zergs sticking their spores in the middle of their base while the terran drops along the edges and stims to run in. Sometimes they don't even have vision over the area the terran drops in. The primary reason for this is because we don't spread creep inside our base. Which is a huge oversight. This is the most important place on the map to us we should treat it as such. More on this later.
Details on mobile defense
As soon as drops begin we should be commiting some amount of zergling/baneling to defending against them. My theory is that the most cost efficient way to deal with them is to have a force of ungrouped zergling/baneling at each of your bases to catch marines as they unload. This is when they are most vunerable and easily dealt with.
The alternative to this is to split off part of our army to intercept the drop. The problem with this is we need more to deal with it after the dropship has completely unloaded and they are positioned well. So ultimately we end up sending a larger part of our army. This can be fatal if he's pushing with his main army at the same time or dropping in two locations at once. If we are ever in dire need of our drop defense when no drops are happening we can hit our select all army button to bring them along.
The final piece of your mobile drop defense is corruptors. Late game they will serve as your medivac killers. If the terran has 10 medivacs he's not going to blink at loading up 2 and sending them to drop you. If he's got 4 he will probably want to keep them with his army. Here's my justification for using corruptors over mutas as late game anti air. It's in the second part. http://www.teamliquid.net/forum/viewmessage.php?topic_id=408729 Killing off medivacs late game is extremely important and you should devote significant resources to doing so. And I'm not talking about the ones that come to your base to drop you. I'm talking about the ones healing his army. Bio is extremely weak when it has no medivacs healing it. Fungal plus corruptors will deal heavy damage to medivacs. Once the medivacs are thinned out bio will take heavy damage from your fungal.
Details on static defense
Coverage is key here. We don't want to overlap or cover places medivacs can't land anyways. Spread your creep to the edges of your base. Ideally we want them positioned so that the terran will use their boosters to get past them. Inside your base you want a spine centered in your mineral line. You can then send your queen on the medivac and make your 6 zerglings follow the medivac waiting for marines to pop out.
Knowing when to put down static defense is important. If you put it down to early you hinder your economy. To late and you lose drones. Always scout for a starport. If it's early at least get a spine up. If you don't see it yet plan to put down defense at around 10 to 11 minutes. The time you would normally want mutas out.
You want to add to it throughout the game. Specifically get better spore coverage. And though it may seem counter intuitive when the terran is dying is the most important time to defend against drops. You may want to take everything and go kill him but his first response is to load up and drop when he can't deal with your army. Base trading with a terran is extremely difficult and I don't recommend it.
Zerg Drops
We can drop too! Late game you should have drop because attacking a terran head on is not the way to win games. For 20 supply you can have 40 zerglings. If they are 3/3 cracklings they will rip apart the terran base. If you drop the terran main and attack his expansions with your main army you will be guarenteed to do significant damage. The primary reason for this is because our zerglings cost so little supply that our main army will still be incredibly powerful. It will also require a great deal of multitasking from the terran. His splits will be poor as he tries to respond in two locations. For us we need not pay much attention to the drop.
If the terran can't defend/attack one location by rallying bio to it he becomes weaker. He will be less likely to continue throwing drops at us. A 200 supply bio army is not actually that scary. A 200 supply bio army with 10 rax pumping out more is incredibly frightening. Since the strength of his standing army is now more important to him. Our drops will take that rally point and put it all the way back at his natural where we want it. We don't want that congo line of marines rallied to our front door.
The best place to drop is right on top of his barracks. If you shut down his production you can win. This is an alternative to shutting down his mining. I'm sure most people are familiar with trying to starve a terran out. It's not that easy but you can win like that. Shutting down his production can achieve the same goal only much quicker. Terran are heavily reliant on reinforcing constantly. Their bio has short build times. Most of us have experienced this by crushing a bio army only to reach the terran base and find he's got another one, only this time your infestors are out of energy.
New Section
Map Vision
Your natural is pretty easy to defend. Your third is a little bit harder. When it's time to take your fourth it's pretty damn hard to defend it. It's just around the time the terran is getting drops going. There can be hellions running around trying to roast your drones and you may feel like you're really spread thin. There are a lot of attacks during this time that do a lot of damage to you only because you weren't close to the area they attacked with your main army. You need to see more of the map. As zerg we have the tools to do this.
Creep Spread
Against terran you always want to get an extra queen out specifically for creep spread. It's a good idea against any race. Just spreading creep with that 1 queen will get you decent coverage. Maybe enough to cover your third. You want to do better than this though. There are several tricks you can use to really super charge your creep spread and use it to it's fullest.
1) Queens - The first one is obvious. You want more than one queen for creep spreading. I think three is ideal. Don't make them all at once. Make them when you can afford it throughout the early game.
2) Hatchery Trick - When you place a hatchery and then cancel it some creep is left where it was placed. It will disappear in a few seconds but if you have a queen waiting you can place a creep tumor there. This costs 75 minerals (the cost of canceling the hatchery).
3) Overlord Generate Creep - Once you hit lair you can drop creep anywhere with your overlords. Again you can place a tumor on this and start your creep spread.
4) Nydus - I wouldn't recommend this any time you're hurting for resources but it does spread creep. If it's late game and you need instant creep somewhere this is a good way to do it. If you want to start an expo in a far corner and put down spines immediately this is a good way to do it.
5) Location - I've seen pro players spread creep with the hatch trick outside their base. It gives them a small jump on creep spread. But if you have 3 queens that can put down tumors you can do better than this. It makes no sense to place more of your creep tumors at the edge of your creep. It's already spreading you don't need them there. Instead walk your queen somewhere with a drone, hatch trick and drop 4 tumors. Now you can spread creep in all 4 directions. Obviously this depends on whats happening in the game. But it's far faster than placing 10 creep tumors at the edge of your creep. Queens are slow but they will get there and it's not game breaking if they take their time. The time you'll save spreading your creep across the map will more than make up for it. Queens walk much faster than creep spreads. http://drop.sc/335419 Here's an example of what I'm talking about.
Overlords
Everyone does or should do this. Spreading overlords over the dead space (places where units can't walk) on the map is crucial to your map awareness. This is something that I really need to improve on. Don't try to do it all at once. Whenever you have a second take an overlord or two and place them in a good spot. If you're wondering why your apm is so low compared to pros things like this are probably the reason. There is plenty of busy work in sc2.
When you get overlord speed is up to you but I think it's good to have it before the terran has a starport ready. It's not fun to lose overlords to a single viking. Which brings me to my next point.
Zerglings
We need to keep our map vision even if the terran is trying to chase off our overlords and kill our creep. We can do this with zerglings. It's actually really easy. Make a zergling and rally the egg to a place on the map. When it gets there split the zerglings up to get more coverage. When burrow finishes burrow them. You shouldn't be doing this to early in the game. Do it before he takes his third though so you know when it comes and where. Or do it when he starts trying to clear overlords.
Banelings
I've yet to use this in a game but I think it has promise so I'll mention it. Most units when burrowed get their map vision reduced. Banelings do not. They are also of course a threat to anything walking over them which could make them uniquely suited to controlling space that you don't have creep spread to yet. They are somewhat expensive though and you need them in pairs to do decent damage so I haven't yet experimented with them. It is also worth noting that terrans move a lot more cautiously(slowly) around the map when they think burrowed banelings are out there waiting.
Watch Towers
Make sure you take the watch towers early. And keep them. Fight for them! This is prime real estate on the map up for grabs. Don't let one hellion chase you away.
It cost's us time, it costs them money
Burrow and creep spread are very cost effective. So if you think that doing all this extra queens and burrowed zerglings is to expensive look at how the terran has to respond to it. Each time they scan that's a mule they could have dropped instead. To clear all your creep and burrowed zerglings they need a massive amount of scans. It's likely cheaper for them to get a raven. Which at some point they may do but not until late game.
Replays - A replays worth a thousand words. http://drop.sc/335080 http://drop.sc/334802 http://drop.sc/331634 http://drop.sc/334851 http://drop.sc/335281
In summary the bio mine play style relies on drops doing damage to win. The terran invests quite a lot of resources in deploying them. We should be investing just as much to stop them and we will end up in a situation that favors us.
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Nice guide! So you build spores on the edges of the map so he can't unload there. Should we also get spores inbase, to actually kill the medivac? Or is the queen enough to take care of that?
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On May 15 2013 18:23 gronnelg wrote: Nice guide! So you build spores on the edges of the map so he can't unload there. Should we also get spores inbase, to actually kill the medivac? Or is the queen enough to take care of that?
Depending on your creepspread and on the number of bases you have, you should be able to pull at least 3 queens for a drop defence imho :o
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how much defense do you get up per base (rough number of spores and spines would be nice)?
how do you deal with the "new" dropstyle which is 6 marines and 1 WM? 6 lings and 2 banes get destroyed by this and you cant always get underneath the medivac perfectly if he attacks and drops 2 places...not even pros can do it.
how do you deal with hellbat or hellbat marine or hellbat marine WM drops? how to deal with 2 medivac drops?
i like your overall approach but just leaving 6 lings and 2 banes per base wont cut because of hellbats, WMs and the possibility of 2-4 medivac drops. if you go infestor its better to leave 1 burrowed infestor + some lings per base and add spores. i dont like spines since they are bad vs bio and get REALLY bad later on since bio gets ups and spines dont. spores to kill medivac and lings + infestors vs bio is better imo.
one overall problem ling infestor in HOTS has isnt only drops but also medivacs. if T plays defensively until 6 or 8 medivacs while macroing fungal will get very bad because medivacs just outheal it. so how many infestors do you get? lot of them to kill stuff or just some to hold in place and fast hive?
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On May 15 2013 18:23 gronnelg wrote: Nice guide! So you build spores on the edges of the map so he can't unload there. Should we also get spores inbase, to actually kill the medivac? Or is the queen enough to take care of that?
If it's late in the game and you've got excess minerals there's no reason not to. But early game the queen should be enough to take care of it. Always make sure the queen is killing the medivac and not trying to kill a marine.
On May 15 2013 18:41 Decendos wrote: how much defense do you get up per base (rough number of spores and spines would be nice)?
how do you deal with the "new" dropstyle which is 6 marines and 1 WM? 6 lings and 2 banes get destroyed by this and you cant always get underneath the medivac perfectly if he attacks and drops 2 places...not even pros can do it.
how do you deal with hellbat or hellbat marine or hellbat marine WM drops? how to deal with 2 medivac drops?
i like your overall approach but just leaving 6 lings and 2 banes per base wont cut because of hellbats, WMs and the possibility of 2-4 medivac drops. if you go infestor its better to leave 1 burrowed infestor + some lings per base and add spores. i dont like spines since they are bad vs bio and get REALLY bad later on since bio gets ups and spines dont. spores to kill medivac and lings + infestors vs bio is better imo.
one overall problem ling infestor in HOTS has isnt only drops but also medivacs. if T plays defensively until 6 or 8 medivacs while macroing fungal will get very bad because medivacs just outheal it. so how many infestors do you get? lot of them to kill stuff or just some to hold in place and fast hive?
How much static D you put down and when depends on the stage of the game and what your opponent is doing. For instance if you scout hellbat drop you're going to need a spine at each base fairly early. Ideally you want to cover the most likely paths he'll enter from with spores and cover your drones with at least 1 spine. This takes some map experience to know where the drops come from most of the time.
You can actually be under his medivac when it's unloading with that small force of zerglings. Leaving 6 to 8 ungrouped zerglings in your base when drops are most likely to happen is an extremely good way to deal with them. A widow mine has never presented a problem for me other than requiring extra micro to deal with it. Just make sure it targets your zerglings and not your drones. Move your drones away. If it does hit your zerglings it will kill his marines too.
Hellbats are tough. But they're so damn slow. If hellbat drops are likely you need a minimum of 1 spine in each drone line. Pull your drones as soon as you see the medivac coming in. Hellbat drops will not try to unload early they will go straight for your mineral line. After pulling your drones target the medivac with your queens. Don't let the hellbats kill the queen. Just out micro them they are to slow to give chase. The spine will kill off the hellbats pretty quick. It's worth noting that hellbats are light armored so they take increased damage from banelings. So a couple banelings can weaken them a lot. If it's 4 hellbat drop you probably need to bring in more to deal with it. Make sure you follow up that drop by getting some scouting info on the terran. Hellbat drops are sometimes an indication of mech play but not always. You need to know what you'll be dealing with since mech play means you want swarmhosts and bio means infestors.
If he's throwing 2 to 4 medivacs at you then you're in a good position. That is a huge investment for him. At this point you would want to be splitting off part of your army to deal with it. As I said drops are not cost efficient and not strong. So sending more is often worse for the terran since the main objective of a drop is to attack you where your are not. Bringing a large amount of bio into an area where they are essentially trapped and can't kite is a quick way to lose them all.
I get 4 to 6 infestors out as soon as my infestation pit finishes. I don't get pathogen glands. I don't use them to defend against drops. I let them sit and build energy. They are my transition unit to hive. They only fungal when they can hit a lot of bio. Once ultras come out you always need at least 4 infestors with them. Early pushes won't have a lot of medivacs. Later on they will and you need corruptors to deal with them otherwise you will get to that point where your fungals do nothing. If he just turtles until he has enough medivacs to deal with your infestors then your infestors have done their job anyways. That would essentially give you map control without having to actually do anything. Controlling infestors takes practice but it's very easy to fungal without losing them now due to the range increase. Make sure they are in a seperate control group from your main army. Put them on follow with your ultras.
Fungal is a marine killer. That's its primary job. It's secondary job is to hold everything still for your ultras. When there's no marines and nothing to hold still for your ultras you should save it. Keeping your energy up high is important. Their energy is not as expendable as it was in WoL due to the fact that you aren't making as many of them.
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Hi,
I am busy watching your replays, and I have the following questions:
How do you inject? I do not see you having the queen on a control group, thus just wondering.
How do you know they are going bio? you do not even scout them.
Nice play, im enjoying it
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On May 17 2013 04:10 ZedraC wrote: Hi,
I am busy watching your replays, and I have the following questions:
How do you inject? I do not see you having the queen on a control group, thus just wondering.
How do you know they are going bio? you do not even scout them.
Nice play, im enjoying it
I inject with base camera. I have it set to tab. I manually select my queens. I use this time to do other things at my base as well and to look for things I'm forgetting. For me this is pretty close to optimal. If I remembered everything and didn't need to look at my base spamming inject would probably be more efficient.
I so rarely encounter mech that my build is actually the same against mech except that I go swarmhost instead of infestor. It could probably be improved a lot I just haven't played against mech enough though. And you're right I should scout more early game.
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On May 15 2013 15:59 ManiacTheZealot wrote:
500 minerals / 100 gas / 10 supply
That's the cost of a drop with 8 marines.
250 minerals / 50 gas / 4 supply
That's the cost of defending against that drop with 6 zerglings and 2 banelings. Provided they are standing underneath the medivac while it's unloading.
This is just an example. The point that should be taken from this is that marine drops are not cost effective and not strong. They are simply inconvenient to deal with. They move your army out of position, require your constant attention to see them coming and force to use up apm dealing with them. More on this later.
. You may want to take everything and go kill him but his first response is to load up and drop when he can't deal with your army. Base trading with a terran is extremely difficult and I don't recommend it.
Zerg Drops
In summary the bio mine play style relies on drops doing damage to win. The terran invests quite a lot of resources in deploying them. We should be investing just as much to stop them and we will end up in a situation that favors us.
A few issues with your guide.
1) The example you give above contains a pretty big caveat, that you are under T as he unloads. If you aren't, then you don't have enough to defend the drop. Even if you are under him it probably isnt enough, you just drop marines one at a time onto the banes leaving 6 marines with medi fighting 6 lings. Aside from that, the actual cost of the drop is typically far less than the total value of the units involved, since it isn't hard to save at least the medivac, as well as many of the marines, which brings me to...
2) I bolded a comment you made that marine drops are not cost effective and not strong, and this is way off base. Youd better deal with even a single medi drop because 8 stimmed marines will absolutely tear through an expansion with alarming speed. The whole point of multiprong drops is to put you in a position where one of the drops gets responded to later, so those units wreck shop at an expo while the ones Z responds to get picked up and boosted away. Its the very definition of cost effective, because done properly T loses a couple of marines and kills way more value in Z units, to say nothing of the positional advantage you can get by taking ground with your main force while Z is dealing with with drops that represent maybe %15 of your army supply.
The good things:
1) Creeping your main completely is really important. Giving T a blind spot inside your main is really rally bad. Also, it makes it a little harder to defend with queens since they are so slow off creep, and you can't root crawlers without it.
2) At least in my case the bit about loading up when you can't meet the zerg straight on is true. When T starts sending multiple medis to each drop site he is either maxed out and trying to wear you down with units he can replace instantly or he is in trouble, at least in my experience.
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On May 17 2013 06:03 rikter wrote:Show nested quote +On May 15 2013 15:59 ManiacTheZealot wrote:
500 minerals / 100 gas / 10 supply
That's the cost of a drop with 8 marines.
250 minerals / 50 gas / 4 supply
That's the cost of defending against that drop with 6 zerglings and 2 banelings. Provided they are standing underneath the medivac while it's unloading.
This is just an example. The point that should be taken from this is that marine drops are not cost effective and not strong. They are simply inconvenient to deal with. They move your army out of position, require your constant attention to see them coming and force to use up apm dealing with them. More on this later.
. You may want to take everything and go kill him but his first response is to load up and drop when he can't deal with your army. Base trading with a terran is extremely difficult and I don't recommend it.
Zerg Drops
In summary the bio mine play style relies on drops doing damage to win. The terran invests quite a lot of resources in deploying them. We should be investing just as much to stop them and we will end up in a situation that favors us. A few issues with your guide. 1) The example you give above contains a pretty big caveat, that you are under T as he unloads. If you aren't, then you don't have enough to defend the drop. Even if you are under him it probably isnt enough, you just drop marines one at a time onto the banes leaving 6 marines with medi fighting 6 lings. Aside from that, the actual cost of the drop is typically far less than the total value of the units involved, since it isn't hard to save at least the medivac, as well as many of the marines, which brings me to... 2) I bolded a comment you made that marine drops are not cost effective and not strong, and this is way off base. Youd better deal with even a single medi drop because 8 stimmed marines will absolutely tear through an expansion with alarming speed. The whole point of multiprong drops is to put you in a position where one of the drops gets responded to later, so those units wreck shop at an expo while the ones Z responds to get picked up and boosted away. Its the very definition of cost effective, because done properly T loses a couple of marines and kills way more value in Z units, to say nothing of the positional advantage you can get by taking ground with your main force while Z is dealing with with drops that represent maybe %15 of your army supply. The good things: 1) Creeping your main completely is really important. Giving T a blind spot inside your main is really rally bad. Also, it makes it a little harder to defend with queens since they are so slow off creep, and you can't root crawlers without it. 2) At least in my case the bit about loading up when you can't meet the zerg straight on is true. When T starts sending multiple medis to each drop site he is either maxed out and trying to wear you down with units he can replace instantly or he is in trouble, at least in my experience.
I think you sorta missed my point. The above example is the minimum requirement to deal with this drop. The idea was that you can have ungrouped pre-positioned zerglings in your base for less than it costs the terran to drop you. And they are extremely effective. Sure maybe you want more than 6 lings and 2 banelings. Let's put 500 minerals worth of (20) zerglings there instead. That should take care of 8 marines. That 15% of his army supply that you're talking about can be defeated easily for the same cost he put into his drop. His units don't become more effective when you load them into a dropship. They are simply trying to hit you where you are unprepared.
If drops are dealt with like this then they aren't strong or cost effective. Sure they can be extremely cost effective if he wreaks havoc in an undefended base but that's not what should happen. Beating drops can beat a way to beat the terran because they are so heavily reliant on them as part of their gameplay.
If you want to beat drops you have to get away from the idea that you should always respond with maximum force to crush the enemy and instead respond with appropriate force. Leaving the rest of your force to do other things. Sometimes instead of a nuclear missile all you need is a fly swatter.
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On May 17 2013 06:54 ManiacTheZealot wrote:Show nested quote +On May 17 2013 06:03 rikter wrote:On May 15 2013 15:59 ManiacTheZealot wrote:
500 minerals / 100 gas / 10 supply
That's the cost of a drop with 8 marines.
250 minerals / 50 gas / 4 supply
That's the cost of defending against that drop with 6 zerglings and 2 banelings. Provided they are standing underneath the medivac while it's unloading.
This is just an example. The point that should be taken from this is that marine drops are not cost effective and not strong. They are simply inconvenient to deal with. They move your army out of position, require your constant attention to see them coming and force to use up apm dealing with them. More on this later.
. You may want to take everything and go kill him but his first response is to load up and drop when he can't deal with your army. Base trading with a terran is extremely difficult and I don't recommend it.
Zerg Drops
In summary the bio mine play style relies on drops doing damage to win. The terran invests quite a lot of resources in deploying them. We should be investing just as much to stop them and we will end up in a situation that favors us. A few issues with your guide. 1) The example you give above contains a pretty big caveat, that you are under T as he unloads. If you aren't, then you don't have enough to defend the drop. Even if you are under him it probably isnt enough, you just drop marines one at a time onto the banes leaving 6 marines with medi fighting 6 lings. Aside from that, the actual cost of the drop is typically far less than the total value of the units involved, since it isn't hard to save at least the medivac, as well as many of the marines, which brings me to... 2) I bolded a comment you made that marine drops are not cost effective and not strong, and this is way off base. Youd better deal with even a single medi drop because 8 stimmed marines will absolutely tear through an expansion with alarming speed. The whole point of multiprong drops is to put you in a position where one of the drops gets responded to later, so those units wreck shop at an expo while the ones Z responds to get picked up and boosted away. Its the very definition of cost effective, because done properly T loses a couple of marines and kills way more value in Z units, to say nothing of the positional advantage you can get by taking ground with your main force while Z is dealing with with drops that represent maybe %15 of your army supply. The good things: 1) Creeping your main completely is really important. Giving T a blind spot inside your main is really rally bad. Also, it makes it a little harder to defend with queens since they are so slow off creep, and you can't root crawlers without it. 2) At least in my case the bit about loading up when you can't meet the zerg straight on is true. When T starts sending multiple medis to each drop site he is either maxed out and trying to wear you down with units he can replace instantly or he is in trouble, at least in my experience. I think you sorta missed my point. The above example is the minimum requirement to deal with this drop. The idea was that you can have ungrouped pre-positioned zerglings in your base for less than it costs the terran to drop you. And they are extremely effective. Sure maybe you want more than 6 lings and 2 banelings. Let's put 500 minerals worth of (20) zerglings there instead. That should take care of 8 marines. That 15% of his army supply that you're talking about can be defeated easily for the same cost he put into his drop. His units don't become more effective when you load them into a dropship. They are simply trying to hit you where you are unprepared. If drops are dealt with like this then they aren't strong or cost effective. Sure they can be extremely cost effective if he wreaks havoc in an undefended base but that's not what should happen. Beating drops can beat a way to beat the terran because they are so heavily reliant on them as part of their gameplay. If you want to beat drops you have to get away from the idea that you should always respond with maximum force to crush the enemy and instead respond with appropriate force. Leaving the rest of your force to do other things. Sometimes instead of a nuclear missile all you need is a fly swatter.
I see what you are saying about the pre grouped units, but your estimate of the terran cost is off. First off, the 8 stimmed marines can handle the 20 lings with good positioning, and even without good positioning you can lift up and run which costs nothing at all, while still doing more damage than you take. Of course you only want to respond with appropriate force, because one of the goals of drop play is to force bad splits, but the appropriate force in this case is IMHO of much higher value than you estimate. You simply cant leave the required amount of units at each base without crippling your main army is what Im saying. So what do you do?
Lings and mutas are so fast that you dont really need to keep them pre positioned, you just peel some off your army. The real question is how much to pull, and that depends on the content of the drop and your static d. Good spore placement will force T to either kamikaze everything bc the medi will die if he unloads close to the miners, or drop outside and run in. That will buy you the time you need to respond without getting hurt, and you wont diminish your main army presence because your units are all at the front, and you only take off what you need to match the drop. Of course, even if you pull off the right amount T can pick up and run.
If you leave too few units at the base, T will just drop into you anyways, kill the units, and you are back to splitting off part of your army, so just leave your army together and only split off what you need, when you need it.
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On May 17 2013 07:39 rikter wrote: You simply cant leave the required amount of units at each base without crippling your main army is what Im saying. So what do you do?
Lings and mutas are so fast that you dont really need to keep them pre positioned, you just peel some off your army.
I don't play with mutas so I don't have that problem. I've never lost a game because I had zerglings at my base. As you pointed out they are very fast. You can hit your select all army button and bring them if you are in dire need. Infestors are extremely good against bio. So much better than mutas you will need much less army supply to beat large bio forces.
And no you can't just do this on auto pilot it requires micro. Yes he can pick up and run around. Yes he can bring more than 1 drop ship. You still have to adapt to what he's doing. This is just a more efficient way to handle it than having your army in 1 big group and trying to respond quickly to drops in multiple locations after they've already happened.
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im only a lowly diamond but i tried this style out, not so much the leaving units at each base, but more the ultra infestor corrupter composition and that worked very nicely, just as advertised. fungal the medivacs and kill them all with corrupters and suddenly the terran is in a bad spot, not to mention he built almost only marauders after the one major fight (when i had ling ultra infestor corrupter) and turning the 6 corrupters i had to brood lords and making ~10 more corrupters and then pushing was gg.
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On May 17 2013 08:18 Vaporized wrote: im only a lowly diamond but i tried this style out, not so much the leaving units at each base, but more the ultra infestor corrupter composition and that worked very nicely, just as advertised. fungal the medivacs and kill them all with corrupters and suddenly the terran is in a bad spot, not to mention he built almost only marauders after the one major fight (when i had ling ultra infestor corrupter) and turning the 6 corrupters i had to brood lords and making ~10 more corrupters and then pushing was gg.
I'm glad it's working for you vapor.
I added a new section titled Map Vision for those interested.
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