Ok this tatic is something that accured to me after sending a bunch of mutalist into anti-air and effectively losing a game with one serous mistake. A queens spawn larva stacks with it's self . I belive the max is about 20 or so. You can't always correctly predict what kind of defence your foes have untill you got a overseer up with its little changling friends. Also tier 2 units are prety badarse. So as your hatchery is mutating into a lair you just keep increasing the larva and let your gas and minerals acumalate. You then scout your oppoment and build the correct structure to build the troops you need. Then as soon as recon and building is complete you turn all 20 larva into the troops you need and have a serous force and the correct kind of force, hopefully quicker than your foe is ready for. Anyone see any holes with this stratergy?
yes what if he attacks first or if you're opponent is terran and went mech (in which case you'rre screwd no matter what you do)
mech includes thors which destroys mutas and brood lords+muta and corrupters will never be cost efficient against vikings
stop QQing sirchiken if you are making mech that general then obviously nothing will beat an army featuring extremely large numbers of tanks hellions and thors(plus whatever other units you want to consider mech) . The whole point is that they obviously can't make an excessive-enough number of thors to stop your air. And btw- thors are outranged by brood lords, hard. Brood lords alone will beat up on the thors well enough with even lazy micro. Of course, in your world this terran player also has infinite vikings as well as infinite thors, tanks, hellions and for the fun of it they have infinite BC too... Now, back to a realistic issue with the "waiting game" strategy. If anybody rushes you, its over. If they are macroing harder than you, its over. And if your scouting is even a little bit off, you are screwed. It is difficult to pull off what you are suggesting just because zerg is really easy to scout, if somebody scouts a base with just a bunch of queens... >_<
insouciant- i don't know if English is your first language or not but either way you need to work on it secondly-you are a terran player so you have no idea what you are talking about lastly-the problem is that terran units hard counter zerg units while zerg units light counter terran units, that is why now a diverse terran army will always beat a diverse zerg army (and all the pro's agree with me on this one). take a thor for example-a single thor can take on ridiculous amounts of mutalisks while zerglings the "counter" to thors can still have a hard time killing a thor
No, he's right. You have to get to mutas fast then transition into broodlords, but you have to assault the thors and siege early. I think there's a video on youtube by starcraft2dude explaining this at great length. Careful though, they could always use an early factory for a helion push.
A few inaccuracies in this thread lol... Some interesting things to point out: 1. Thor's counter mutalisks pretty hard, however unless you are allowing you mutas to bunch up, the thors AA attack does not splash multiple targets. Look up "magic box" technique. 2. Get an extra queen, and don't worry so much if you miss a spawn larvae. 4-5 Muta's can seriously hurt a Thor, the first muta that gets attacked, fly it back to your base and use queens transfuse, it gives mutas back 125 HP and mutas are expensive, so save them! The terran will have to spend resources and dedicate scv's to repairing his thors. 3. Broodlords do not outrange Thors actually, BroLords have a range of 9.5 and Thors have a range of 10. Broodlords are also an incredibly expensive tech investment that cannot move fast and should be considered support units only. 4. Don't be scared of getting corruptors, they seem less versatile than mutalisks, but a quick corruption spray on the Thor, then a zergling attack will explode his expensive slow moving thor in no time. Also Corruptors can take a beating, thors AA attack fires slowly and the corruptor has 200 HP and base 2 armor, no upgrades required! These things all give a zerg player an edge in versatility: if you get your speedlings but don't have to spend extra gas on roaches, go air early, and get that map control! Get the terran player scared of your air force, get him building marines and vikings to backup his thors, all things that will get shredded by your hydralisks, when you decide to make a quick transition, infestors also do wonders against the bio ball, but remember, marines are the weak part of the terran ball, kill them and speedlings and mutas will make short work of his marauders. I notice zerg players so terrified of thors when the first one pops out they assume all muta harass is at an end, and it's not so