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[H] Mech vs Swarm Host - who is causing this?

Forum Index > StarCraft 2 Strategy
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Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 20 2013 17:00 GMT
#1
I have been discussing with my friends a lot lately how Mech is going to be played out in all matchups and who is forcing the static defense vs Tank/Raven dota nonsense that happens more often then not.

My opinion is that it is the Swarm Host mainly, because In my experience, attacking with Mech into Vipers, Swarm Hosts, Ultralisks or Mass Muta is extremly difficult unless something weird happens in my favor early game.

Maybe if I had Flash's execution, I would try some timings, but in my case, I can only win with mech (vs static D) by playing like this:

http://drop.sc/362702

Any ideas?

I was not initially going to play like this, usually I will drop few Hellbats or even Thors to snipe far away expos, force some movements, attack here and there, since against Swarm Hosts you can actually move around map with few units (otherwise a suicide move with mech). I also go for quick banshees and push SH out before creep and crawlers get there from time to time. But this guy seemed like he wanted the cheap win.

Feel free to critise my gameplay or anything really. Hopefully some reasonable discussion can happen here (no high hopes though).

Note that I have been playing defensive Mech from the day 1 of SC2 and I was always meching in all matchups, even TvP in WoL. But recently I just recieve insane amount of hate, mostly because of my style of play. I don't play like this in all matchups, TvT is by far the most interesting matchup, TvP is really fun to play mech too. It is really hard and rewarding, but TvZ seems rather silly.
BadBorz
Profile Joined June 2012
Canada61 Posts
October 20 2013 20:50 GMT
#2
mech is fucking imba need nerf terran..

User was temp banned for this post.
Val_
Profile Joined May 2010
Ukraine156 Posts
Last Edited: 2013-10-22 12:20:19
October 20 2013 21:26 GMT
#3
only switch to air works, and works great, see strelok

personally im gm eu mech terran and i have problems vs SH only when i lost the midgame and i dont have good economy and creep is right under my base

without air it is almost impossible to deal with them, they are killing any ground pushes (and they are weak vs Z in general, but vs SH are just impossible), you are just losing 10-15% of your army while dealing 0 damage each locust wave, then muta on your several thors (mass thors can't do anything vs sh) -> dead

but with good to-air builds it is pretty OK


about your replay: its not flash execution its flash mindgames and preparing vs > some zergs <
AKA [7x]Val / GML Terran EU
Val_
Profile Joined May 2010
Ukraine156 Posts
Last Edited: 2013-10-21 10:31:05
October 20 2013 21:39 GMT
#4
ok now about replay

1) i dont like your opening
you are playing blindly
it sometimes can work but it is just bad in general


2)
you dont have any possibilites to scout anything

OK, you are placing 3rd CC with 2 tanks (smth like safe, but really not), and then ?
what will u do? you even dont know does zerg have 3rd or not

play something like that: no gas cc -> +2 gas -> fac+reactor, lab on rax -> 4 hellions -> (first two scouts 3rd about 6:30 mark) -> THEN place 3rd!!! OR move tank to lab and prepare for push!

there are also reapers openings but i dont like them personally, because they are map-dependant (akilon, yeonsu OK, while on whirlwind they're terrible and on belshir they're bad, etc)

also vs gas you should wall your natural asap
just 30 lings (pretty popular thing on NA server) and you are dead
check pool speed timing then add +110 seconds to your clock on the left and have a >full wall< on this timing
vs extra-early gases you can even do not make first 2 hellions, just fast wall

3)
Then you dont know any of z transitions
muta ? roaches ? roaches drop? SH? fast hive? mass roach push? mass banes ? what ?

do 2nd fac -> armory+starport -> make hellbat drop -> make another hellbat drop while chasing your first hellions
now you know lair timing, transition, his units (roaches = no muta, pure lings = maybe muta or bane push, etc etc), etc and you can prepare

4) bad build
i have 3 tanks and 4 factories at 9:20 (that are ready to make thors OR tanks), and 5rd is placed on 9:30, also 2 medivacs and viking in production

5) late 3rd
if z is passive 3rd with +2 gases should be on 10:30 MAX 11:30 mark

6) 4rd is ok but personally i have 150+/200 and starports for air switch at this timing
you have 120 because of everything late

so ............. take a good build
watch strelok! good luck

and it is not insult!
im just saying that directly
AKA [7x]Val / GML Terran EU
PineapplePizza
Profile Joined June 2010
United States749 Posts
October 20 2013 21:44 GMT
#5
On October 21 2013 06:26 Val_ wrote:
only switch to air works, and works great, see strelok

personally im gm eu mech terran and i have problems vs SH only when i lost the midgame and i dont have good economy and creep is right under my base

without air it is almost impossible to deal with them, they are killing any ground pushes, you are just losing 10-15% of your army while dealing 0 damage each locust wave, then muta on your several thors (mass thors can do anything vs sh) -> dead

but with good to-air builds it is pretty OK


Did you watch the replay? He sat on 3 factories for 20 minutes, and had double techlab starports already running before hive was up.

He managed to push back a 24-host swarm forest and take a 5th with about 16 - 18 tanks.

Eventually, his opponent got bored and left by the 30 minute mark. He had more than a dozen fully-juiced ravens with 3/3 viking support by then.

I guess Zergs don't feel comfortable sauron'ing Terrans due to mines and hellbats being stupid, so they just spam hosts in the lategame and wait until the other guy leaves.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Val_
Profile Joined May 2010
Ukraine156 Posts
Last Edited: 2013-10-20 21:58:01
October 20 2013 21:46 GMT
#6
No i closed the replay on 14:30 mark because game is already lost, i saw "flash execution" in the post and made a suppose about "flash push" like vs losira excuse me

Such situation after that mark will never happen with a good build
AKA [7x]Val / GML Terran EU
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-10-20 21:56:14
October 20 2013 21:52 GMT
#7
On October 21 2013 06:39 Val_ wrote:
ok now about replay

1) i dont like your opening
you are playing blindly
it sometimes can work but it is just bad in general
and it is not insult!, im just saying that directly

2)
you dont have any possibilites to scout anything

OK, you are placing 3rd CC with 2 tanks (smth like safe, but really not), and then ?
what will u do? you even dont know does zerg have 3rd or not

play something like that: no gas cc -> +2 gas -> fac+reactor, lab on rax -> 4 hellions -> (first two scouts 3rd about 6:30 mark) -> THEN place 3rd!!! OR move tank to lab and prepare to push!

3)
Then you dont know any of z transitions
muta ? roaches ? roaches drop? SH? fast hive? mass roach push? mass banes ? what ?

do 2nd fac -> armory+starport -> make hellbat drop -> make another hellbat drop while chasing your first hellions
now you know lair timing, transition, his units (roaches = no muta, pure lings = maybe muta or bane push, etc etc), etc and you can prepare

4) bad build
i have 3 tanks and 4 factories at 9:20 (that are ready to make thors OR tanks), and 5rd is placed on 9:30

5) late 3rd
if z is passive 3rd with +2 gases should be on 10:30 MAX 11:30 mark

6) 4rd is ok but personally i have 150+/200 and starports for air switch at this timing
you have 120 because of everything late

so ............. take a good build
watch strelok! good luck


Thanks, I really appreciate your comments.. I'm going to try to play a bit more active. I'm really trying to make 2 Armory build work, so that is why my production lacks. Do you think it is worth it? Anyways, thanks a lot.

edit: Also, how do you fight Hydra/Roach/Vipers with mech?
Val_
Profile Joined May 2010
Ukraine156 Posts
Last Edited: 2013-10-20 22:32:36
October 20 2013 22:04 GMT
#8
edit: Also, how do you fight Hydra/Roach/Vipers with mech?

ok question is pretty complicated

Direct answer
1)
You should have at least:
6 vikings (not a lot more) + 3-4 ravens (4 is perfect, 0 is bad but ok) + hellbats + tanks
Vikings can snipe vipers but they also can dont let them go away or spam more then 1 cloud (1st cloud = you just lost your hellbats, 2nd cloud = you are dead)

Also you should place your tanks the "chess" way (like 1 cloud touches only 1-2 tanks)
It is pretty hard to do on some maps / pretty hard to do fast / but you should try to do it when it is possible

Also if you have thor+tank-based composition just dont fight under the cloud, just go back a bit and let roaches and hydra (but in general it is used vs ultras) move to this cloud (lol) while every unit in your army is able to shoot

im just dont care a lot about them because of my build/style (watch strelok)
im making a perfect composition vs this+im passive and it is pretty easy to def
it just dont work vs me

here is a replay vs sYz ( http://drop.sc/362726 )

it is pretty old and contain a lot of mistakes (including opening) because i have been improved a lot since then (for example my previous post contain things that replay does not contain) but you can see vs vipers at 15+ min mark there

please do not try to copy it !!! i do not want to give you a wrong direction by this replay
better watch strelok





Some lyrics about fundamentals
2)when im pushing i have 4 ravens + mass vikings (6+,depends of z composition) + mass banshees with cloak + tanks and a bit hellions


There is a problem with ground only armies vs vipers:
Imagine
You are on Belshir, you took 3 bases, you are playing ground-only and now you want to took 4rd or push

You move out -> zerg goes to your third by another way
1)You can go back... but you are doing timing push!
1a)You can lose your 3rd (on a terrible map like yeonsu) even before you are back
1b)Z can attack your army while your tanks are clumped, becahse you were moving ASAP to your 3rd
2)You can go to Z..and your attack now is an allin because you lost your 3rd
AKA [7x]Val / GML Terran EU
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
Last Edited: 2013-10-20 22:38:01
October 20 2013 22:35 GMT
#9
On October 21 2013 07:04 Val_ wrote:
ok question is again pretty complicated

Direct answer
1)
You should have at least:
6 vikings (not a lot more) + 3-4 ravens + hellbats + tanks
Vikings can snipe vipers but they also can dont let them go away or spam more then 1 cloud (1st cloud = you just lost your hellions, 2nd cloud = you are dead)

Also you should place your tanks the "chess" way (like 1 cloud touches only 1-2 tanks)
It is pretty hard to do on some maps / pretty hard to do fast / but you should try to do it when it is possible

Also if you have thor+tank-based composition just dont fight under the cloud, just go back a bit and let roaches and hydra (but in general it is used vs ultras) move to this cloud (lol) while every unit in your army is able to shoot

im just dont care a lot about them because of my build/style (watch strelok)
im making a perfect composition vs this+im passive and it is pretty easy to def
it just dont work vs me

here is a replay vs sYz ( http://drop.sc/362726 )

it is pretty old and contain a lot of mistakes (including opening) because i have been improved a lot since then (for example my previous post contain things that replay does not contain) but you can see vs vipers at 15+ min mark there

please do not try to copy it !!! i do not want to give you a wrong direction by this replay
better watch strelok





Some lyrics about fundamentals
2)when im pushing i have 4 ravens + mass vikings (6+,depends of z composition) + banshees with cloak + tanks and a bit hellions


There is a problem with ground only armies vs vipers:
Imagine
You are on Belshir, you took 3 bases, you are playing ground-only and now you want to took 4rd or push

You move out -> zerg goes to your third by another way
1)You can go back... but you are doing timing push!
1a)You can lose your 3rd (on a terrible map like yeonsu) even before you are back
1b)Z can attack your army while your tanks are clumped, becahse you were moving ASAP to your 3rd
2)You can go to Z..and your attack now is an allin because you lost your 3rd


Allright thanks again,

I believe Happy today played similarly to what you describe vs Nerchio. I've been watching that replay, but this style seems very demanding and I'm not sure I have APM and multitasking at GM level. So I'm used to play more Tank/Thor heavy compositions then Hellbat/Tank + drops, etc.. I might give it a shot, will see.

The real issue is I can't read Zergs properly and I have problems reading their tech timings and switches. So I ended up playing a bit more passively with faster upgrades and more bulky unit composition.

You are definitely right about moving out of Clouds, but beter players seem to abduct also when they see I'm not sieged. I guess I still need few Vikings/Ravens. Do you deploy few PDDs to buy time to siege? Would you actually siege before battle? I guess not?

I know Strelok is very good mech player, his mechanics and execution overall is adorable. :-)

With ground only armies, I'd actually have some Widow Mines with me, but I don't like to play pure ground.

I think my builds need some refreshments.

Thanks for tips, appreciate it much mate.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 22 2013 10:50 GMT
#10
Please remember to tag threads.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
weikor
Profile Blog Joined March 2011
Austria580 Posts
October 22 2013 10:54 GMT
#11
i wonder how making something like 10 vipers would work vs zerg, abducting the vikings (and everything else) on a much higher economy.
ETisME
Profile Blog Joined April 2011
12702 Posts
October 22 2013 11:27 GMT
#12
make an air transition and turtle as well as this guy:
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Psychobabas
Profile Blog Joined March 2006
2531 Posts
October 22 2013 11:41 GMT
#13
Thanks for the great input Val!
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
October 22 2013 12:02 GMT
#14
Either get a bunch of ravens and vikings and push forward with tanks and pdds inbetween locust waves or transition to pure skyterran. The former works the best usually since bcs are garbage
Amove for Aiur
Phaenoman
Profile Joined February 2013
568 Posts
October 22 2013 12:50 GMT
#15
having to play super ultra turtly shouldnt even be the way to make mech work Since those mega hard counters zerg has u cannont even roll out when u are maxed.. not to mention TvP... thats so unfortunate (
Random is hard work dude...
fried_rice
Profile Blog Joined July 2013
198 Posts
Last Edited: 2013-10-22 13:03:04
October 22 2013 13:02 GMT
#16
On October 22 2013 21:50 Phaenoman wrote:
having to play super ultra turtly shouldnt even be the way to make mech work Since those mega hard counters zerg has u cannont even roll out when u are maxed.. not to mention TvP... thats so unfortunate (


As it stands right now, playing turtle mech is the most reliable way SOLELY because of the Swarm Host and the Viper. If anybody watched Strelok's stream this morning, there was an AWESOME TvZ on belshir where neither side made HOTS units, it was one of the best games I've seen so far as well, the zerg was very good and Strelok played brilliantly.

It's funny because wasn't the Swarm Host meant to avoid turtling when all it does is the very opposite for both players in every matchup.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 22 2013 13:33 GMT
#17
The swarm host was supposed to break turtles, but Mech is forced to turtle because of the swarm host alone, mostly, at least until a very decent Raven count is established.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
RaFox17
Profile Joined May 2013
Finland4581 Posts
October 22 2013 13:52 GMT
#18
On October 22 2013 22:33 SC2Toastie wrote:
The swarm host was supposed to break turtles, but Mech is forced to turtle because of the swarm host alone, mostly, at least until a very decent Raven count is established.

And if Zerg did not have SH then terran could turtle into super mech-air superball that would just roll over zerg as Z air is really bad versus viking/raven/BC. Part of the problem lies in bad desingn imo.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 22 2013 14:07 GMT
#19
Bad maps play more of a role in 'easy turtling' for Mech. You need 4/5 bases to get said composition which on some maps is too easy to hold. On the other hand; the zone control of Mech is not that strong.
Problem lies in the Siege Tank being a shitty unit. More powerful tanks would force SH repositioning and create a very positional mechanic and action shifting from front to front quickly

Sidenote; Mech turtle is really weak to vipers.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 22 2013 14:16 GMT
#20
Thank you all guys for nice and matured discussion, I've been asking my Zerg opponents not to build Swarm Hosts, otherwise we will end up in 45 min game and I will win most likely and it is way better lol.. :D
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 22 2013 14:18 GMT
#21
I don't find asking opponente not to use a certain tool is good for the game, but well, if it works for you.......:-)!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
llIH
Profile Joined June 2011
Norway2147 Posts
October 22 2013 14:19 GMT
#22
Do strelok play mech TvP too?
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 22 2013 14:20 GMT
#23
On October 22 2013 23:18 SC2Toastie wrote:
I don't find asking opponente not to use a certain tool is good for the game, but well, if it works for you.......:-)!


I'm testing new builds playing unranked currently facing master opponents, they are nice to me.. :-)
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 22 2013 14:20 GMT
#24
On October 22 2013 23:19 llIH wrote:
Do strelok play mech TvP too?


Yes, quite amazingly actually.
Siggeh
Profile Joined January 2012
Norway71 Posts
Last Edited: 2013-10-22 15:01:41
October 22 2013 14:57 GMT
#25
The swarm hosts causes u to play defencive u say?
It's more like Swarm hosts is the route u tech when u play vs a turtling mech terran. U know how hard it is to beat a late game mech / skytoss army without SH / brood lords?? Also attacking into mech is very hard, mech is very good for defencive play. Yes u can do some roach / hydra / viper timings but that's kinda risky and most pro's don't want to take this risk when there is a better option which is to sit and camp himself with SH.
Siggeh
Profile Joined January 2012
Norway71 Posts
October 22 2013 15:00 GMT
#26
I think u can find some similarities with terran mech and turtle zerg. actually I would go as far as comparing brood lord / swarm host play with mech play. Bio / mine / medivac with muta / ling bane.

Mech and SH / Brood Lord play is both slow high power army which is good in straight up fights but both lacks the mobility of the other stylistic option.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 22 2013 15:05 GMT
#27
On October 22 2013 23:19 llIH wrote:
Do strelok play mech TvP too?

Very well, actually!

Mech vs Protoss works, but it's really hard to get a grasp on, because so much stuff can just kill you flat out.
Among 'mechers' except Strelok I've recently seen Raven before Ghost.
3 Factory (2R1T) 2 Starport (2T) as the third gets established.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
llIH
Profile Joined June 2011
Norway2147 Posts
October 22 2013 15:15 GMT
#28
On October 23 2013 00:05 SC2Toastie wrote:
Show nested quote +
On October 22 2013 23:19 llIH wrote:
Do strelok play mech TvP too?

Very well, actually!

Mech vs Protoss works, but it's really hard to get a grasp on, because so much stuff can just kill you flat out.
Among 'mechers' except Strelok I've recently seen Raven before Ghost.
3 Factory (2R1T) 2 Starport (2T) as the third gets established.


Awesome. Will look for his stream!
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 22 2013 15:22 GMT
#29
On October 23 2013 00:15 llIH wrote:
Show nested quote +
On October 23 2013 00:05 SC2Toastie wrote:
On October 22 2013 23:19 llIH wrote:
Do strelok play mech TvP too?

Very well, actually!

Mech vs Protoss works, but it's really hard to get a grasp on, because so much stuff can just kill you flat out.
Among 'mechers' except Strelok I've recently seen Raven before Ghost.
3 Factory (2R1T) 2 Starport (2T) as the third gets established.


Awesome. Will look for his stream!


Check his Vods, I believe there are really good mech games right now. He is currently like rank 3 GM.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
October 22 2013 15:26 GMT
#30
On October 22 2013 23:57 Siggeh wrote:
The swarm hosts causes u to play defencive u say?
It's more like Swarm hosts is the route u tech when u play vs a turtling mech terran. U know how hard it is to beat a late game mech / skytoss army without SH / brood lords?? Also attacking into mech is very hard, mech is very good for defencive play. Yes u can do some roach / hydra / viper timings but that's kinda risky and most pro's don't want to take this risk when there is a better option which is to sit and camp himself with SH.


Well in WoL there were some mech timings you could do. No there is nothing, because every aggresive move is shut down hardcore with Vipers and defensive play is shut down with Swarm Hosts. So you either need to turtle and slowly take base after base while accumulating Ravens, or allin with 2/3 base mech push (ala Flash). Since I don't like gimmicky "allin" strategies, I have no choice but turtle. I refuse to play bio, because I find it very stressful and harsh to my hands (I actually work as developer and I play drums in a band as my hobby so my hands take quite a beating every day).
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 22 2013 16:05 GMT
#31
On October 22 2013 23:57 Siggeh wrote:
The swarm hosts causes u to play defencive u say?
It's more like Swarm hosts is the route u tech when u play vs a turtling mech terran. U know how hard it is to beat a late game mech / skytoss army without SH / brood lords?? Also attacking into mech is very hard, mech is very good for defencive play. Yes u can do some roach / hydra / viper timings but that's kinda risky and most pro's don't want to take this risk when there is a better option which is to sit and camp himself with SH.
The entire idea of Siege Tanks is to be a powerful positional, defensive tool. They aren't that strong, but en masse, at least this they do. You shouldn't attack into mech, wait it out, pull it out of position, but being flabbergasted because you can't attack in there is weird.
On October 23 2013 00:00 Siggeh wrote:
I think u can find some similarities with terran mech and turtle zerg. actually I would go as far as comparing brood lord / swarm host play with mech play. Bio / mine / medivac with muta / ling bane.

Mech and SH / Brood Lord play is both slow high power army which is good in straight up fights but both lacks the mobility of the other stylistic option.

They're not similar, courtesy of the production mechanics and Speed of the zerg supportive army.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Evaner
Profile Joined January 2011
Italy94 Posts
October 22 2013 17:21 GMT
#32
Take good care of Val's tips, the kid plays 1h30mins of turtling Raven-Viking-BC every single game vs Zerg. He knows his stuff.
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