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I'm a low level Zerg player and sometimes Terran players are in front of my expansion, sieging just one or two tanks with a bunch of stimmed marines (in the worst case a couple of medics in the front) surrounding them. My sunkens get destroyed and neither my lings nor mutas can get through to take out the tanks.
Best strategy might be to already prevent this from happening, but sometimes I either don't scout it in time or I'm unable to prevent the push.
Lurkers will probably be the appropriate unit here but I'm not even close to having dark swarm ready while Terran at least has scans available.
What to do? Is the best way to send the lurkers directly to the front and burrow while at the same time sending all lings and mutas from different directions, hoping that it will work out? Am I just losing because my macro wasn't good enough so my opponent ended up with more units?
Also, there might be a pro defense a low level player just can't execute due to lack of apm/skill, so I wonder what the best way for a noob would be to deal with this.
PS: I googled, searched here and checked liquipedia but didn't find sufficient information or got redirected to SC II (one link leading to a page called neoseeker didn't provide clear information). Feel free to send a link instead of replying if I missed something :-)
Thanks!
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Mutas and lings, lurkers too depending on the timing of the attack. Use mutaling to delay the push and to prevent terran reinforcing his army too early. Usually you want to destroy the siege before terran can bring his reinforcement group of marine medic. Adding a replay can be good idea since the the timing is relevant. Microing is always very situational.
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Thanks a lot. I didn't save a replay but will do so in the future! :-)
I also received great help via a private message, and in the hope that it will help other players I repost it here:
Quote: It is a 1 base 2 rax 1 fac tank push, you go your 3 hatch muta opening, make 5-6 sunkens (3 in front, 3 slightly further back) and use your mutas to fly around his contain and kill reinforcement units while making muta/ling out of 3 hatches. if you manage to get 1 group of lings out before he contains you, even better to deny reinforcements. and after killing reinforcements for a little bit, you attack his contain with all your muta/ling and you should win the fight. (you normally wait until the last moment before attacking him to be sure you attack with the most units you have, but if you kill like 15 reinforcement marines + 2 tanks or so, you should already have amassed enough units to break it) the more space you have between your sunkens and your hatch, the more time you can buy with additional sunkens + using all mutas to deny reinforcements, because he always has to siege + unsiege to progress
a trickier version is him proxying the factory really close to your base, because then you cant snipe the reinforcement tanks and he can kill sunkens more quickly. (but a ling can deny the proxy factory if you scout it when it is building)
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The build is kinda designed to punish 3hatch muta build. I usually deal with it by scouting and lings. Can be kinda hard to deal with if you don't know the build
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Those tank builds are usually rather low on marines, hence the best is to either go for a counter attack as he moves out or use muta micro to just kill everything. If it's like 4-5 rax build into fast tanks, the best is fast defiler build.
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Basically to mirror what others have said, you need to make sure that your Muta timing is crisp because Muta + Zergling won't lose to it with proper control and timing. If you start getting shelled by Tanks, you can add an extra few Sunken Colonies behind your extant line in order to delay them a bit longer until your Mutalisks pop.
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The hard part of muta builds is the micro needed to make Them work . Imo as a z players you should find à muta micro map .
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