On October 25 2010 21:17 Deadlyfish wrote:
What is the best response to mass muta as terran?
I usually go thor with a few marines, but it never seems to be enough. He has like 20 or so mutas, and when he uses magic box my thors do almost nothing. The obvious answer would be to build a bunch of marines, but then he makes 10 banelings and destroys my whole army.
Also, he forces me to place 15 turrets around my base if i wanna be safe, otherwise he just goes around picking off tech labs and such. I cant really move out because i know that either
a) My entire base dies to the mutas
b) he wins in a big battle because i dont have enough AA.
It seems that the only really viable AA that terran has against mutalisks is thors, which isnt really that good when he knows how to magic box (any silver player and up). As i said making more than 10 marines in TvZ just seems like a bad idea. Also, it takes alot of time to make 5+ thors and 20+ marines, and by the time i finally feel safe, the zerg will be on 5 bases and have a bunch of banelings/zerglings
Yes, i know "dont let him get 20 mutas in the first place", but i'm just wondering how to deal with this.
I've searched in the strategy forum, but all i found was old threads (like 2-3 months old), which i dont really care about. Also, it was hard to find a thread specifically about mass muta, and not just the same old 6-10 muta harass that we all know and hate. But if anyone could link me to an up to date thread about this issue, i'd be happy :D
What is the best response to mass muta as terran?
I usually go thor with a few marines, but it never seems to be enough. He has like 20 or so mutas, and when he uses magic box my thors do almost nothing. The obvious answer would be to build a bunch of marines, but then he makes 10 banelings and destroys my whole army.
Also, he forces me to place 15 turrets around my base if i wanna be safe, otherwise he just goes around picking off tech labs and such. I cant really move out because i know that either
a) My entire base dies to the mutas
b) he wins in a big battle because i dont have enough AA.
It seems that the only really viable AA that terran has against mutalisks is thors, which isnt really that good when he knows how to magic box (any silver player and up). As i said making more than 10 marines in TvZ just seems like a bad idea. Also, it takes alot of time to make 5+ thors and 20+ marines, and by the time i finally feel safe, the zerg will be on 5 bases and have a bunch of banelings/zerglings
Yes, i know "dont let him get 20 mutas in the first place", but i'm just wondering how to deal with this.
I've searched in the strategy forum, but all i found was old threads (like 2-3 months old), which i dont really care about. Also, it was hard to find a thread specifically about mass muta, and not just the same old 6-10 muta harass that we all know and hate. But if anyone could link me to an up to date thread about this issue, i'd be happy :D
Seriously, 2-3 month old threads are worth your time. I'd suggest reading those anyways.
As for me a Terran player, by the time the Zerg gets Mutas, you should have already gotten a large marine/marauder force. (The marauders was to counter the banelings)
And since it takes a while for Zerg to get air, you might as well have gotten a starport out as well and pumped out a few Vikings to help. They aren't the greatest at mass Mutas but they are more effective in numbers than a couple Thors. Then you also have a few turrets to also help you out.
SO what I would have done from the beginning:
-The normal marine build.
- You scout banelings, pump marauders.
-Supposing he isn't doing a baneling bust, go and attack/harass with marauders in front. (This should be done under 10 mins)
-Build a factory and try to expand.
-You scout a spire, build a air turret or two and a starport and pump out vikings. (They aren't great counters for Mutas so only use them to hold them off while your marines or air turrets do the damage)
-By this time, you should have the advantage and should attack/counter with your marauder/marine force and if you micro properly you should do massive damage if not kill off the zerg.
NEVER give Zerg the time to tech up, because next they may go Ultralisks or Broodlords which will be quite a nuisance for you and can cost you the game.
If they do get Ultras, then you may need to get another starport and pump banshees as well as your vikings. This is very time consuming and requires a lot more micro to pull off.
If Broodlords, then youll also need another starport to pump mass vikings.
Always scout and build the best counters based on what buildings you see.
NOTE: I didn't do the helion rush like most Terrans would do. For me I hate to tech up early and prefer a large bio army. It's more versatile that way and can stop/counter early zerg attacks.
Thors are also a good counter if you build them quick to stop early harrass. But that where your offensive Bio army kicks in and wrecks their Vespian gas production to stop building more mutas.
ALSO: You can take an scv with your attacking army and build air turrets in the middle of the map, so you can retreat your marauders to them to get those mutas off your back, then continue the push.
EDIT: Found a recent post that might help you: http://sc2armory.com/forums/topic/20299