- 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]](http://cache2.allpostersimages.com/p/LRG/26/2625/FC8MD00Z/posters/brown-skip-army-rangers-marching-in-formation-with-blur.jpg)
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.
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.