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[D] Widow Mines, Tanks, and Space Control - Page 8

Forum Index > StarCraft 2 HotS
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ETisME
Profile Blog Joined April 2011
12621 Posts
Last Edited: 2013-02-02 06:43:34
February 02 2013 06:24 GMT
#141
Just watched Thorzain vs Vibe and I can't believe I overlooked this now.
I have previously made a thread about how the late game air vs air deathball will lead to the race with better air deathball wins.
Traditionally, Terran needs more siege tanks to make sure they can fend off the infestors and queens getting too close. But Thorzain relied less tanks because:
Widow mines can deal air and ground splash.

If the zerg ever tries to do a big engagement, the widow mines, HSM, PDDs, yamato etc will demolish any zerg anti air composition

I can forsee this being the case for TvP air deathball battle as well.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
zhurai
Profile Blog Joined September 2010
United States5660 Posts
February 02 2013 06:58 GMT
#142
On February 02 2013 15:24 ETisME wrote:
Just watched Thorzain vs Vibe and I can't believe I overlooked this now.
I have previously made a thread about how the late game air vs air deathball will lead to the race with better air deathball wins.
Traditionally, Terran needs more siege tanks to make sure they can fend off the infestors and queens getting too close. But Thorzain relied less tanks because:
Widow mines can deal air and ground splash.

If the zerg ever tries to do a big engagement, the widow mines, HSM, PDDs, yamato etc will demolish any zerg anti air composition

I can forsee this being the case for TvP air deathball battle as well.

I should note at least from when I was watching this game.

Vibe didn't split anything when the seeker missiles came out (the unit turns red)
Twitter: @zhurai | Site: http://zhurai.com
ETisME
Profile Blog Joined April 2011
12621 Posts
February 02 2013 07:23 GMT
#143
On February 02 2013 15:58 zhurai wrote:
Show nested quote +
On February 02 2013 15:24 ETisME wrote:
Just watched Thorzain vs Vibe and I can't believe I overlooked this now.
I have previously made a thread about how the late game air vs air deathball will lead to the race with better air deathball wins.
Traditionally, Terran needs more siege tanks to make sure they can fend off the infestors and queens getting too close. But Thorzain relied less tanks because:
Widow mines can deal air and ground splash.

If the zerg ever tries to do a big engagement, the widow mines, HSM, PDDs, yamato etc will demolish any zerg anti air composition

I can forsee this being the case for TvP air deathball battle as well.

I should note at least from when I was watching this game.

Vibe didn't split anything when the seeker missiles came out (the unit turns red)

it depends which engagement you looked at. the first one he didn't split yes but he also got the NP off so it was kinda ok even trade (his hydras wouldn't get close enough because there were tanks and PFs anyway)
But the 2nd engagement, half of his corruptors were almost all dead when they got hit by the mines. It wouldn't matter because he doesn't have enough corruptors against the BCs and vikings anyway
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
February 02 2013 10:00 GMT
#144
On February 02 2013 15:05 SC2John wrote:
Show nested quote +
On February 02 2013 14:19 Hattori_Hanzo wrote:
Eureka moment folks.
Hanzo's Utsusemi

WM/ghost/nuke

The ghost launches a nuke, "forces" the unsuspecting army to engage.
Into a widow mine field
PROFIT

Timings:
Early/mid-game :
1) drop into the main base while hellions are harassing the front.
2) Burrow 3 WMsnear the ramp.
3) Launch nuke, either army climbs ramp to clear the ghost or probes transfer to the natural = lots of dead probes or dead army


1) Are we talking like 7:00 in the game?? Because that's what this scenario sounds like.
2) Assuming your opponent has good map vision, shouldn't he see the widow mines burrowing at the ramp, or even just have units at least CLOSE to the general area to stop the drop?
3) Assuming this scenario was actually set up according to plan, couldn't said player just pull workers to kill off the ghost themselves? If anything, just pulling the probes into the area where the ghost is standing is fairly safe spot.

When I think of nukes used in the mid- to late-stages of the game, I think of defensive nukes to force the opponent back. Maybe you could do the nuke and juke stuff that was common in TvT 2 years ago where you set down the nuke, run a bunch of widow mines forward to burrow, then cancel the nuke; this forces your opponent to back off without really dealing with the widow mines and allows you to slowly step forward as mech.


This is a map specific strategy, where players fail to place buildings for vision on the ramp
What I posted was an idea. A meta game changing strategy where T use their WMs the same way P use sentry in prism drops to prevent an army from defending the main by FF the main's ramp.

You can easily 1 medivac, 3 WM, 1 ghost with 2 medivac, 4 WM, 8 marines, and so on and so forth
Cauterize the area
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