Watching a lot of pro matches in TvZ, I was thinking how you can beat Broodlord/Infestor/Corruptor. The biggest problem seem to be ultimately the infestors. While thor/ghost/viking or thor/tank/viking or thor/liberator + some hellbats for support seems to be theoretically good, there are some issues with this strategy:
- Thors are very clumpy. They get bugged if surrounded by broodlings. They also hinder themselves if you have too many (weird pathing), and they are very slow. Finally, they are prone to neural parasite, that is control by infestors.
- Ghosts are usually bound to one hotkey, so they can get fungaled very easily by infestors. Personal cloaking is also countered by that and banelings can easily kill a bunch of fungaled ghosts.
- The same applies to vikings: They are bound to one hotkey and thus can easily get fungaled and killed by corruptors.
- Liberators cannot move once they are on Defender mode (i.e. they attack ground units), similarly to tanks. They need a long time to get away and thus are prone to corruptors. Tanks on the other side are prone to broodlings.
Now there are a couple of things that can be done here:
- One thing that hasn't been used so far afaik in combination with thors are battle cruisers with yamato cannon. The latter is defined as follows: Yamato Cannon charges up for 3 seconds, then releases an intense blast of concentrated energy at the target, dealing 240 points of damage. Although the casting range is 10, once the spell has been initiated, the target will be affected within a range of 20. This means we can hit safely from the distance. Battle cruisers also have very high health, a strong regular attack against ground units and tactical jump compensates for slow speed. They are however prone to neural parasite, so here we need ghosts. We can bring 2-3 scvs to repair them and other damaged mech units.
- Ghosts can EMP a bunch of infestors, or snipe single ones. Ghosts often get attacked by broodlings, so if the broodlords come too far forward, we need to punish the Zerg by yamatoing/sniping them like crazy. We lose a couple of ghosts, without doubt, but if the corrupter/broodlord base is severly diminished for that, we are fine. Especially infestors are very squishy, so they should always be targeted first.
- Ghosts need to be spread out before the fight. We can bind them to one key, but before the fight, we need to spread them in a concave to avoid fungle growth. This makes it very hard, and micro intensive, but we need ghosts to counter infestors.
We can also distract the enemy by launching several nukes at the same time (many spots have to be checked, don't underestimate the distraction), preferably several Zerg bases. Nuking the army is too optimistic, because that is the first spot which will normally be checked. Nuking terrain can be good to get into a good position, but I personally would not overdo it, as every nuke is 100/100 in terms of costs.
- Vikings need to be spread out as well before the fight, for the same reasoning.
I am aware that spreading out units takes huge efforts in terms of micro, but I believe it is the only way to win vs fungal growth.
- A lot of Zergs on high level maneuver Zerglings along the side of the maps to attack the newer bases, that is the 4th or 5th orbital command (often moved from the main once this was mined out). Now there are very few Terrans that play very, very aggressively (for instance Maru often plays like that), who pressure the enemy so hard, that an unprotected orbital command goes through unpunished, because the enemy simply has no units left to sneak by. This however is rarely the case, and if games are longer, run-by's are inevitable. To obviate them, we can obviously use planetaries, but not if we fly our main orbital command to a new spot, or if we are short of money and need to take a risk. Imo a single tank with a few marines prevents almost any Zergling run-by. With the right building protection (e.g. supply depots), it becomes even stronger. For instance Fantasy does that very well in his games. Also Flash did, when he used to play Starcraft 2.
- If we spot a nydus, we should take precautions to kill overlords that try to spawn it, or have units in place to quickly kill the nydus. This in my opinion is very dangerous/fragile, because with overlord speed, the Zerg can easily find some places where to spawn it, and if cracklings are in your base it can become quickly very painful. At this time the pace of the game usually increases a lot. I would try to end the game quickly by launching a huge attack after a nydus attack was defended successfully, because otherwise more are to come and at this point the Zerg is rather weak.
- A viking patroling at the side + a few tactical missle turrets can prevent overlords to reach your base. If the army consists of mainly slow thors, we have a hard time to react quickly with units. Also, a few hellbats with blue flame can work wonders to defend against cracklings.
How to keep up in supply:
Playing bio, every now and then, even in pro games, the Terran builds a proxy barracks, or uses a barracks to fly around just to scout. Now imagine having the barracks at home, constantly building marines. You could even use one barracks (or one factory that is not of use) to build reactors all the time, to make production literally explode. Works also for mech by the way: Here the barracks builds mostly tech labs, or also reactors if required.
Scouting all-ins (e.g. roach/ravager)
Checking what your enemy does in their base at the beginning/mid game is very important. Now while I do not think it is worth to throw away for instance a barracks or a factory for that purpose (and for the above reason) after a failed proxy rush for example, a reaper, or a few hellions supported by a medivac, are good for the job.
The latter two points are more general than just in TvZ. Let me know what you think of the strategy and what can be improved in your opinion.