• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:09
CEST 17:09
KST 00:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call0[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament WORTEX 2026 - Hungarian SC2 Finals Budapest SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion [ASL22] Ro24 Preview: Siren's Call Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History
Tourneys
Toronto invitational lan 22 august Brood War in Budapest ! WORTEX 2026 BW Finals [ASL22] Ro24 Group C Small VOD Thread 2.0
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5453 users

[D] Unit Movement Speed and Army Synergy

Forum Index > StarCraft 2 Strategy
Post a Reply
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 08 2011 21:13 GMT
#1
The synergy of an army depends on numerous factors, including:

- 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]

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.


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.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
GreenMachine
Profile Joined July 2010
Canada5 Posts
Last Edited: 2011-01-08 22:17:24
January 08 2011 22:17 GMT
#2
I would argue that due to the speed differences with Zerg armies, the need for flanking and proper setup (and ideally, choice of arena) for your battles is extremely important and uses the speed differences between units to not make a difference.
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2011-01-08 23:33:28
January 08 2011 23:32 GMT
#3
If you want to get into bad synergies, try Ultralisk and Zergling. Those units trip over each other ALL the time, so much so that there's no real reason to have both on the field. Add Broodlings in to completely screw up your melee line.

It's a bit strange that players run Zerglings up the front, when in reality you don't have to. Roaches have a long weapon cooldown and a VERY quick burrow. It's not disadvantageous to run the Roaches in front, let them take the first shots both ways, and burrow for the Zerglings to flood in. With some practice you don't have to lose much, if any potential Roach damage at all. The alternative is to lose half your Zerglings before firing a single shot from your Roaches.

It lets you hide your true numbers, encouraging your enemy to rush in before bringing the full forces to bear. In this respect, Zerglings act like an auxiliary or cavalry force for your Roaches.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2011-01-09 02:37:44
January 09 2011 02:37 GMT
#4
while i appreciate this thread and agree with most of it, i think there is one fundamental flaw in it: you assume that similar movement speed makes a diverse army stronger. the truth however is that differing unit speeds just increase the amount of control/micro needed, but once the necessary micro is available (pros), the faster a unit is the better.

a good example would be the medivac speed nerf. now they have a much lower tendency to run ahead of the bioball, so mmm balls are easier to move across the map. the unit synergy in terms of movement speed was increased. but it still was clearly a nerf, not only because it made drops much less effective but also because medivacs now have a much harder time fleeing from a lost battle.

the faster the unit, the better. even though stuff like lings + other melee or stalker zealot require more micro to keep formation than e.g. marine marauder.
"What am I supposed to do against this?" - "Lose!" :-]
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 09 2011 03:28 GMT
#5
Thanks for the thoughtful responses.

@Greenmachine

I agree, flanking is an excellent way of making sure different components of the army arrive with the right timings, and it's one of the reasons flanking is most used by Zerg.

@bobucles

I think you raise a great point. In many cases, especially against terran, it's beneficial to have roaches in front as the army enters the firing radius of the enemy army, so that they auto-target the roaches. With ideal timing, lings then flood by to reach the enemy army as the roaches attack. A similar technique can be used with banelings busts, by sending the army in the order: ling (or 2), banes, lings. That way, the first ling or 2 will soak up enemy fire, allowing the banelings to hit. A lot of this comes back to control groups, and it surprises me to see that even at the pro level, a lot of zerg players have mixed unit compositions on a single hot key - sometimes even the entire army! This makes it very hard to ensure that roaches tank the first round of enemy fire.

@Black Gun


while i appreciate this thread and agree with most of it, i think there is one fundamental flaw in it: you assume that similar movement speed makes a diverse army stronger. the truth however is that differing unit speeds just increase the amount of control/micro needed, but once the necessary micro is available (pros), the faster a unit is the better.


That's an interesting perspective. I don't think I've said that similar movement speed is just better - as I pointed out, having different unit speeds can in fact be helpful. As you say, a perfect player would simply want all units to have infinite (or at least high) speed so that they could always micro them to exactly where they wanted when they wanted. However, in practice, I don't think even the best pro players are good enough to take advantage of that.

I agree that the medivac speed nerf is overall still a nerf, but it has undoubtedly made 1a-ing with MMM even more viable. In this sense, it's more of a nerf at the pro level (where drops are more common) than the amateur level.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
12:00
PiGFest Finals Day
Solar vs ReynorLIVE!
Serral vs TBD
PiGStarcraft2025
IntoTheiNu 1277
ComeBackTV 691
TaKeTV 475
IndyStarCraft 273
Rex163
3DClanTV 107
EnkiAlexander 53
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft2025
IndyStarCraft 273
Rex 163
BRAT_OK 29
StarCraft: Brood War
Mini 930
EffOrt 906
Horang2 852
Light 539
actioN 480
ZerO 343
Stork 274
firebathero 269
Last 128
Zeus 115
[ Show more ]
Bonyth 104
Hm[arnc] 90
Sea.KH 63
Sharp 56
Mind 46
ToSsGirL 41
sorry 37
PianO 28
Bale 25
NaDa 18
Rock 18
Terrorterran 13
Sacsri 13
IntoTheRainbow 12
SilentControl 11
ajuk12(nOOB) 8
zelot 7
Dota 2
qojqva4983
XcaliburYe156
Counter-Strike
fl0m5957
olofmeister1488
shoxiejesuss1332
byalli480
Super Smash Bros
Mew2King90
Heroes of the Storm
Liquid`Hasu399
MindelVK12
Other Games
Liquid`RaSZi898
B2W.Neo635
Beastyqt527
Hui .263
KnowMe65
White-Ra29
ZerO(Twitch)22
Chillindude18
Organizations
Other Games
EGCTV675
StarCraft: Brood War
Kim Chul Min (afreeca) 11
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2188
• Nemesis1943
Upcoming Events
OSC
51m
Afreeca Starleague
18h 51m
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d
Afreeca Starleague
1d 18h
Soulkey vs PianO
JyJ vs sSak
GSL
1d 19h
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Mini vs Calm
Queen vs EffOrt
Replay Cast
3 days
The PondCast
3 days
[ Show More ]
IntoTheTV X SOOP
4 days
GSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.