syoaran said:
Had a TvT game this morning - 20 Marauders in medivacks, sent them accross to his base . GG. Honestly at the start I thought this unit was a bit weak in the overall game, but micro'ing them for the correct target (Zealots/Roaches/Stalkers) is just amazing. How do I best backup and attack (I've seen that a lot in battle reports, but can never nail it)? Tips?
Nice to see that Terrans base building was buffed a bit. I'm hoping that Vikings get a HP boost soon however, its silly how quickly they loose against Carriers even in a 2v1 situation =(
agreed about the vikings, they need a lot more power for anti air, at least when it comes to carriers. What did people do to counter carrier/arbiter in SC1?! Carriers seem unstoppable.
In regards to backup and attack, that's my terribly weakest point by far. One thing that may help you to get used to it though is kiting zealots with reapers, I've been able to do that plus you can really out maneuver them with cliff jumping. I think SC2 is much different than SC1 because it seems the pathing and attack AI has improved enough that ranged units in range will seemingly always get off an attack, so you can probably only successfully kite like this against close combat units.
TheExodu5 said:
Agreed. Roaches are far, far too good for a Hatchery unit. Is there a single ground unit in the game that wins against them in a straight resource matchup?
Don't forget that zerg is almost 100% being shoved into a very ground-centric race, even more so than SC1 because of hydras moving to tier 2. Until lair tech with hydras, which aren't terribly cheap don't forget, they have no AA whatsoever except for spore crawlers. And mutas are nice but very expensive considering how fragile they can be against AA or other air units. corruptors just suck unless you use their building cripple attack.
With enough detection, roach burrowing is easily out maneuvered, can't tell you how many games i've played against zerg and ran around with an overseer and a few mutas and slowly picked them off, but yeah they are hellish regardless. detect your choke and the only way roaches get in is through nydus which is a whole different beast altogether.
Every terran should get used to walling off his choke, build 4 marauders behind that and you can pick off roaches all day long. And marines are hella cheap for what they can do. Stalkers are good for anti roach too, every PvZ match should arguably have the toss player tech stalkers quickly just to counter roaches. Again you really have to utilize chokes in this game, because if you don't then your mineral line is gone, especially against smart zerg. stalkers have longer range than roaches, so you can park em on top of the ramp and pick them off all day long. Stalkers have bonus to armored just like immortals , but immortals are just dominating against roaches because of the 50 dmg to armored.
aznpxdd said:
Although I haven't encounter a Zerg player spamming Roaches yet, I'm pretty sure MMM + stim will take care of them no problem.
BTW, what's the site with the SC2 units details again?
You're lucky! you're right, marauder and medivac can do a lot of damage to roaches and the marines will do some good stuff too. especially with stim.